本文实例为大家分享了C#实现控制台飞行棋小游戏的具体代码,供大家参考,具体内容如下
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using System.Threading.Tasks;
namespace 飞行棋小游戏
{
class Program
{
/// <summary>
/// 地图
/// </summary>
static int[] Maps = new int[100];
/// <summary>
/// 用户姓名
/// </summary>
static string[] playerName = new string[2];
/// <summary>
/// 两名玩家的位置
/// </summary>
static int[] playerPosition = new int[2];
/// <summary>
/// 标记两个玩家谁该进行投掷筛子
/// </summary>
static bool[] playerFlag = new bool[2];
static void Main(string[] args)
{
//游戏标题
ShowTitle();
#region///用户名注册
Console.WriteLine("请两名玩家先进行用户注册!");
Console.WriteLine("注册规则:不能为空,并且不能是纯数字,玩家AB姓名不能相同");
Console.WriteLine("请输入玩家A的姓名:");
string pattern = @"^\d+$";
bool isok = true;
while (isok)
{
playerName[0] = Console.ReadLine();
if (string.IsNullOrWhiteSpace(playerName[0]))
{
Console.WriteLine("玩家A的姓名不能为空,请重新输入");
}
else if (Regex.IsMatch(playerName[0], pattern))
{
Console.WriteLine("玩家A的姓名不能是纯数字,请重新输入");
}
else
{
isok = false;
}
}
isok = true;
Console.WriteLine("请输入玩家B的姓名:");
while (isok)
{
playerName[1] = Console.ReadLine();
if (string.IsNullOrWhiteSpace(playerName[1]))
{
Console.WriteLine("玩家B的姓名不能为空,请重新输入");
}
else if (Regex.IsMatch(playerName[1], pattern))
{
Console.WriteLine("玩家B的姓名不能是纯数字,请重新输入");
}
else if (playerName[0] == playerName[1])
{
Console.WriteLine("玩家B的姓名已被占用,请重新输入");
}
else
{
isok = false;
}
}
#endregion
Console.Clear();
ShowTitle();
ShowRule();
InitialMap();
DrawMap();
//开始进入游戏
//判断两名玩家都未到达终点则游戏继续
while (playerPosition[0] < 99 && playerPosition[1] < 99)
{
if (playerFlag[0] == false)
{
PlayGame(0);
}
else
{
playerFlag[0] = false;
}
if (playerFlag[1] == false)
{
PlayGame(1);
}
else
{
playerFlag[1] = false;
}
if (playerPosition[0] >= 99)
{
Console.WriteLine("恭喜玩家【{0}】获胜!", playerName[0]);
break;
}
else if (playerPosition[1] >= 99)
{
Console.WriteLine("恭喜玩家【{0}】获胜!", playerName[1]);
break;
}
}
Console.ReadLine();
}
/// <summary>
/// 绘制游戏标题
/// </summary>
static void ShowTitle()
{
Console.ForegroundColor = ConsoleColor.Cyan;
Console.WriteLine("****************************************");
Console.ForegroundColor = ConsoleColor.Green;
Console.WriteLine("****************************************");
Console.ForegroundColor = ConsoleColor.Blue;
Console.WriteLine("****************************************");
Console.ForegroundColor = ConsoleColor.Red;
Console.WriteLine("*****************飞行棋*****************");
Console.ForegroundColor = ConsoleColor.Blue;
Console.WriteLine("****************************************");
Console.ForegroundColor = ConsoleColor.Green;
Console.WriteLine("****************************************");
Console.ForegroundColor = ConsoleColor.Cyan;
Console.WriteLine("****************************************");
}
/// <summary>
/// 绘制游戏规则
/// </summary>
static void ShowRule()
{
Console.ForegroundColor = ConsoleColor.Yellow;
Console.WriteLine("------------------------------------------------------------");
Console.WriteLine("玩家【{0}】使用A表示", playerName[0]);
Console.WriteLine("玩家【{0}】使用B表示", playerName[1]);
Console.WriteLine("规则说明:");
Console.WriteLine("1.玩家A先掷骰子,A、B玩家轮流投掷骰子");
Console.WriteLine("2.“□”普通格子对于玩家没有任何奖惩!");
Console.WriteLine("3.“◎”幸运轮盘玩家具有两种选择:a.选择与对方交换位置;b.选择轰炸对方使对方倒退6步");
Console.WriteLine("4.“★”地雷对于玩家惩罚使玩家倒退6步");
Console.WriteLine("5.“▲”暂停惩罚玩家下一轮暂停操作");
Console.WriteLine("6.“卍”时空隧道奖励玩家直接前进10步");
Console.WriteLine("7.如果踩到对方则惩罚对方直接倒退6步");
Console.WriteLine("8.“<>”代表玩家AB位置重合");
Console.WriteLine("------------------------------------------------------------");
}
/// <summary>
/// 初始化地图
/// </summary>
static void InitialMap()
{
//确定“◎”=1
int[] lunckturn = { 6, 23, 40, 55, 69, 83 };
for (int i = 0; i < lunckturn.Length; i++)
{
int index = lunckturn[i];
Maps[index] = 1;
}
//确定“★”=2
int[] landmine = { 5, 13, 17, 33, 38, 50, 64, 80, 94 };
for (int i = 0; i < landmine.Length; i++)
{
Maps[landmine[i]] = 2;
}
//确定“▲”=3
int[] pause = { 9, 27, 60, 93 };
for (int i = 0; i < pause.Length; i++)
{
Maps[pause[i]] = 3;
}
//确定“卍”=4
int[] timeTunnel = { 20, 25, 45, 63, 88, 90 };
for (int i = 0; i < timeTunnel.Length; i++)
{
Maps[timeTunnel[i]] = 4;
}
}
/// <summary>
/// 绘制地图
/// </summary>
static void DrawMap()
{
//第一行
for (int i = 0; i < 30; i++)
{
Console.Write(DrawString(i));
}
Console.WriteLine();
//第一列
for (int i = 30; i < 35; i++)
{
for (int k = 0; k < 29; k++)
{
Console.Write(" ");
}
Console.Write(DrawString(i));
Console.WriteLine();
}
//第二行
for (int i = 64; i > 34; i--)
{
Console.Write(DrawString(i));
}
Console.WriteLine();
//第二列
for (int i = 65; i < 70; i++)
{
Console.WriteLine(DrawString(i));
}
//第三行
for (int i = 70; i < 100; i++)
{
Console.Write(DrawString(i));
}
Console.WriteLine();
}
/// <summary>
/// 根据地图数组每个位置的值选择绘制的图案
/// </summary>
/// <param name="type">地图数组中位置数字代表地图位置索引</param>
/// <returns>返回最终选择的图案</returns>
static string DrawString(int index)
{
string str = "";
//两名玩家的位置重合,并且保证两个玩家的位置都在地图中
if (playerPosition[0] == playerPosition[1] && playerPosition[0] == index)
{
Console.ForegroundColor = ConsoleColor.White;
str = "<>";
}
else if (playerPosition[0] == index)
{
Console.ForegroundColor = ConsoleColor.DarkYellow;
str = "A";
}
else if (playerPosition[1] == index)
{
Console.ForegroundColor = ConsoleColor.DarkCyan;
str = "B";
}
else
{
switch (Maps[index])
{
case 0:
Console.ForegroundColor = ConsoleColor.Cyan;
str = "□";
break;
case 1:
Console.ForegroundColor = ConsoleColor.Magenta;
str = "◎";
break;
case 2:
Console.ForegroundColor = ConsoleColor.Red;
str = "★";
break;
case 3:
Console.ForegroundColor = ConsoleColor.DarkBlue;
str = "▲";
break;
case 4:
Console.ForegroundColor = ConsoleColor.Green;
str = "卍";
break;
default:
break;
}
}
return str;
}
/// <summary>
/// 实现游戏功能的方法
/// </summary>
/// <param name="playerIndex">通过玩家索引判断本次游戏操作是由哪个玩家发起的</param>
static void PlayGame(int playerIndex)
{
#region ///为了实现玩家掷骰子算出移动步数
Random r = new Random();
Console.WriteLine("本回合由玩家【{0}】按下任意键掷骰子!", playerName[playerIndex]);
Console.ReadKey(true);
int number = r.Next(1, 7);
Console.WriteLine("玩家【{0}】掷出<{1}>点", playerName[playerIndex], number);
Console.WriteLine("玩家【{0}】按下任意键开始移动!", playerName[playerIndex]);
Console.ReadKey(true);
playerPosition[playerIndex] += number;
Console.WriteLine("玩家【{0}】移动完成!", playerName[playerIndex]);
#endregion
CheckPosition();
#region///进行对移动结果的格子奖惩判断
//先判断两个玩家是否踩到对方
if (playerPosition[0] == playerPosition[1])
{
Console.WriteLine("玩家【{0}】踩到玩家【{1}】,玩家【{1}】退6格!", playerName[playerIndex], playerName[1 - playerIndex]);
playerPosition[1 - playerIndex] -= 6;
}
else
{
switch (Maps[playerPosition[playerIndex]])
{
//踩到普通格子
case 0:
Console.WriteLine("玩家【{0}】踩到安全地带!无奖惩!按下任意键刷新界面!", playerName[playerIndex]);
Console.ReadKey(true);
break;
//踩到幸运轮盘
case 1:
Console.WriteLine("玩家【{0}】踩到幸运轮盘!请选择:a--交换位置,b--轰炸对方", playerName[playerIndex]);
string type = Console.ReadLine();
while (true)
{
if (type == "a")
{
Console.WriteLine("玩家【{0}】选择与玩家【{1}】交换位置", playerName[playerIndex], playerName[1 - playerIndex]);
int temp = playerPosition[0];
playerPosition[0] = playerPosition[1];
playerPosition[1] = temp;
Console.WriteLine("玩家【{0}】与玩家【{1}】交换位置完成,按下任意键刷新界面!", playerName[playerIndex], playerName[1 - playerIndex]);
Console.ReadKey(true);
break;
}
else if (type == "b")
{
Console.WriteLine("玩家【{ 0}】选择轰炸玩家【{ 1}】", playerName[playerIndex], playerName[1 - playerIndex]);
playerPosition[1 - playerIndex] -= 6;
Console.WriteLine("玩家【{ 0}】轰炸玩家【{ 1}】完成,按下任意键刷新界面!", playerName[playerIndex], playerName[1 - playerIndex]);
Console.ReadKey(true);
break;
}
else
{
Console.WriteLine("请输入正确的指令!请选择:a--交换位置,b--轰炸对方");
type = Console.ReadLine();
}
}
break;
//踩到地雷
case 2:
Console.WriteLine("玩家【{0}】踩到地雷,退6格!按下任意键刷新界面", playerName[playerIndex]);
playerPosition[playerIndex] -= 6;
Console.ReadKey(true);
break;
//踩到暂停
case 3:
Console.WriteLine("玩家【{0}】踩到暂停,下一回合暂停!按下任意键刷新界面", playerName[playerIndex]);
playerFlag[playerIndex] = true;
break;
//踩到时空隧道
case 4:
Console.WriteLine("玩家【{0}】踩到时空隧道,前进10步!按下任意键刷新界面", playerName[playerIndex]);
playerPosition[playerIndex] += 10;
Console.ReadKey(true);
break;
default:
break;
}
}
CheckPosition();
Console.Clear();
ShowTitle();
ShowRule();
InitialMap();
DrawMap();
#endregion
}
/// <summary>
/// 断是否超越终点或者超出起点
/// </summary>
static void CheckPosition()
{
if (playerPosition[0] < 0)
{
playerPosition[0] = 0;
}
if (playerPosition[0] > 99)
{
playerPosition[0] = 99;
}
if (playerPosition[1] < 0)
{
playerPosition[1] = 0;
}
if (playerPosition[1] > 99)
{
playerPosition[1] = 99;
}
}
}
}