本文实例为大家分享了C#控制台实现飞行棋项目的具体代码,供大家参考,具体内容如下
飞行棋游戏介绍此次编程实现的飞行棋和我们小时候玩的有些不一样,规则大致类似,但是我在学习过程中的飞行棋大大简化了过程;当前编写的程序适合双人玩(也可改成更多人),主要存在以下几种关卡:
幸运轮盘*:给玩家两种选择 1–交换位置;2–使另一玩家退6格
地雷$:玩家退6格
暂停&:玩家暂停一回合
时空隧道#:玩家前进10格
玩家互踩会使另一玩家退6格
玩家A和玩家B先到终点处获胜
该游戏存在100个字符串,在进行编程时刻对照每一横行和竖行来进行设计,并且玩家A与玩家B名字不能为空(但是光声明==“”不能实现该功能,目前还未解决该问题),不能相同
每个关卡的位置被固定(也可随机)
具体的步骤在注释中都有,附代码:
(觉得有用可以给我多多点赞)
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace GameDesign
{
class Program
{
//模拟全局变量--以便于多个函数使用
static int[] Maps = new int[100];
//声明一个静态数组来存储玩家A和B的坐标
static int[] PlayerPos = new int[2];
//声明一个静态数组来存储两个玩家的姓名
static string[] PlayNames = new string[2];
//声明bool类型来标记两个玩家
static bool[] PlayerFlags = new bool[2];
static void Main(string[] args)
{
GameShow();
// 存在一个问题:当字符串为“ ”时游戏不能辨别,此时玩家姓名仍为空
#region 输入玩家姓名
Console.WriteLine("请输入玩家A的姓名");
PlayNames[0] = Console.ReadLine();
while (PlayNames[0] == " ")
{
Console.WriteLine("玩家A的姓名不能为空,请重新输入");
PlayNames[0] = Console.ReadLine();
}
Console.WriteLine("请输入玩家B的姓名");
PlayNames[1] = Console.ReadLine();
while (PlayNames[1] == "" || PlayNames[0] == PlayNames[1])
{
if (PlayNames[1] == "")
{
Console.WriteLine("玩家B的姓名不能为空,请重新输入");
PlayNames[1] = Console.ReadLine();
}
else
{
Console.WriteLine("玩家A与玩家B的姓名不能相同,请重新输入");
PlayNames[1] = Console.ReadLine();
}
}
#endregion
//玩家姓名输入Ok后,对其进行清屏
Console.Clear();//清屏
GameShow();
Console.WriteLine("{0}的士兵用A表示", PlayNames[0]);
Console.WriteLine("{0}的士兵用B表示", PlayNames[1]);
//画地图之前,首先初始化地图
OriginalMap(Maps);
DrawMap(Maps);
//游戏终止条件
while (PlayerPos[0] <= 99 && PlayerPos[1] <= 99)
{
if (PlayerFlags[0] == false)
{
PlayGame(0);
}
else
{
PlayerFlags[0] = false;
}
if (PlayerPos[0] >= 99)
{
Console.WriteLine("玩家{0}赢了玩家{1}", PlayNames[0], PlayNames[1]);
break;
}
if (PlayerFlags[1] == false)
{
PlayGame(1);
}
else
{
PlayerFlags[1] = false;
}
if (PlayerPos[1] >= 99)
{
Console.WriteLine("玩家{0}赢了玩家{1}", PlayNames[1], PlayNames[0]);
break;
}//while
Console.ReadKey();
}
}
/// <summary>
/// 绘制游戏头
/// </summary>
static void GameShow()
{
Console.ForegroundColor=ConsoleColor.Blue;//用来设置颜色
Console.WriteLine("--------------------------------");
Console.ForegroundColor = ConsoleColor.Green;
Console.WriteLine("--------------------------------");
Console.ForegroundColor = ConsoleColor.Yellow;
Console.WriteLine("--------------------------------");
Console.ForegroundColor = ConsoleColor.DarkMagenta;
Console.WriteLine("-------欢迎来到Laser飞行棋------");
Console.ForegroundColor = ConsoleColor.DarkGray;
Console.WriteLine("--------------------------------");
Console.ForegroundColor = ConsoleColor.Cyan;
Console.WriteLine("--------------------------------");
Console.ForegroundColor = ConsoleColor.DarkRed;
Console.WriteLine("--------------------------------");
}
/// <summary>
/// 初始化地图设置
/// </summary>
/// <param name="Maps"></param>
static void OriginalMap(int[] Maps)
{
/*
* 初始化地图的过程---即将数组中数字变成字符串的过程
* 存在五种特殊关卡,可利用数组中不同数字来代替
* 0---代表正常,1---幸运轮盘,2---地雷,3---暂停,4---时空隧道
* 地图中特殊关卡的坐标
* int [] luckyTurn={6,23,40,55,69,83};
* int [] landMine={5,13,17,33,38,50,64,80,94};
* int [] pause={9,27,60,93};
* int [] timeTunnel={20,25,45,63,72,83,90};
*/
int[] luckyTurn = { 6, 23, 40, 55, 69, 83 };
int[] landMine = { 5, 13, 17, 33, 38, 50, 64, 80, 94 };
int[] pause = { 9, 27, 60, 93 };
int[] timeTunnel = { 20, 25, 45, 63, 72, 83, 90 };
// 标记不同关卡的位置,分别用不同的数字表示
for (int i = 0; i < luckyTurn.Length; i++)
{
int n = luckyTurn[i];
Maps[n] = 1;
//Maps[luckyTurn[i]]=1;
}
for (int i = 0; i < landMine.Length; i++)
{
int n = landMine[i];
Maps[n] = 2;
}
for (int i = 0; i < pause.Length; i++)
{
int n = pause[i];
Maps[n] = 3;
}
for (int i = 0; i < timeTunnel.Length; i++)
{
int n = timeTunnel[i];
Maps[n] = 4;
}
}
/// <summary>
/// 绘制地图
/// </summary>
/// <param name="Maps"></param>
static void DrawMap(int[] Maps)
{
Console.WriteLine("图例:幸运轮盘*,地雷$,暂停&,时空隧道#");
#region 绘制第一横行
//画第一横行
for (int i = 0; i < 30; i++)
{
Console.Write(DrawStringMap(i));
}
Console.WriteLine();
#endregion
//画完每一行后需要换行
#region 绘制第一竖行
for (int i = 30; i < 35; i++)
{
for (int j = 0; j <= 28 ; j++)
{
Console.Write(" ");
}
Console.Write(DrawStringMap(i));
Console.WriteLine();
}
#endregion
#region 绘制第二横行
for (int i = 64; i>= 35; i--)
{
Console.Write(DrawStringMap(i));
}
Console.WriteLine();
#endregion
#region 绘制第二竖行
for (int i= 65;i<= 69 ; i++)
{
Console.WriteLine(DrawStringMap(i));
}
#endregion
#region 绘制第三横行
for (int i = 70; i <= 99; i++)
{
Console.Write(DrawStringMap(i));
}
Console.WriteLine();
#endregion
}
/// <summary>
/// 初始化地图中的字符串
/// </summary>
/// <param name="i"></param>
/// <returns></returns>
static string DrawStringMap(int i)
{
string str = "";
//首先确定玩家A和玩家B的坐标,如果坐标相同,且均处于地图上(令玩家坐标等于i),画<
if (PlayerPos[0] == PlayerPos[1] && PlayerPos[0] == i)
{
str="<";
}
else if (PlayerPos[0] == i)
{
//shift+空格,在控制台中,两个半角符号占一个全角符号的位置
str="A";
}
else if (PlayerPos[1] == i)
{
str="B";
}
else
{
// 0-- - 代表正常@,1-- - 幸运轮盘*,2-- - 地雷$,3-- - 暂停&,4-- - 时空隧道#.
switch (Maps[i])
{
case 0:
Console.ForegroundColor = ConsoleColor.Blue;
str="@";
break;
case 1:
Console.ForegroundColor = ConsoleColor.Cyan;
str="*";
break;
case 2:
Console.ForegroundColor = ConsoleColor.Green;
str="$";
break;
case 3:
Console.ForegroundColor = ConsoleColor.Red;
str="&";
break;
case 4:
Console.ForegroundColor = ConsoleColor.Magenta;
str="#";
break;
}
}
return str;
}
/// <summary>
/// 游戏设置
/// </summary>
/// <param name="playernumber">玩家编号</param>
static void PlayGame(int playernumber)
{
Console.WriteLine("{0}按任意键开始掷骰子", PlayNames[playernumber]);
Console.ReadKey(true);//对比Console.Readkey() 你可以发现不同效果
Random r = new Random();
int step = r.Next(1, 7);//左闭右开区间
PlayerPos[playernumber] += step;
Console.WriteLine("{0}掷出了{1}", PlayNames[playernumber],step);
Console.ReadKey(true);
Console.WriteLine("{0}按任意键开始行动", PlayNames[playernumber]);
Console.ReadKey(true);
Console.WriteLine("{0}行动完了", PlayNames[playernumber]);
//玩家A可能踩到 玩家B 幸运轮盘 地雷 暂停 时空隧道
if (PlayerPos[playernumber] == PlayerPos[1- playernumber])//1-playernumber(使两者为相反数)
{
Console.WriteLine("玩家{0}踩到了玩家{1},玩家{2}退6格", PlayNames[playernumber], PlayNames[1- playernumber], PlayNames[1 - playernumber]);
}
else//踩到了关卡
{
switch (Maps[PlayerPos[playernumber]])
{
case 0:
Console.WriteLine("玩家{0}踩到方块,安全", PlayNames[playernumber]);
Console.ReadKey(true);
break;
case 1:
Console.WriteLine("玩家{0}踩到幸运轮盘,请选择 1--交换位置 ,2--轰炸对方(对方退6格)", PlayNames[playernumber]);
Console.ReadKey(true);
string input = Console.ReadLine();
while (true)
{
if (input == "1")
{
Console.WriteLine("玩家{0}与玩家{1}交换位置", PlayNames[playernumber], PlayNames[1- playernumber]);
Console.ReadKey(true);
int temp = PlayerPos[playernumber];
PlayerPos[playernumber] = PlayerPos[1- playernumber];
PlayerPos[1- playernumber] = temp;
Console.WriteLine("交换完成,按任意键继续游戏");
Console.ReadKey(true);
break;
}
else if (input == "2")
{
Console.WriteLine("玩家{0}选择轰炸玩家{1},玩家{2}退6格", PlayNames[playernumber], PlayNames[1- playernumber], PlayNames[1 - playernumber]);
Console.ReadKey(true);
PlayerPos[1- playernumber] -= 6;
Console.WriteLine("玩家{0}退6格", PlayerPos[1- playernumber]);//注意是玩家{0},而不要输入玩家{1}
Console.ReadKey(true);
break;
}
else
{
Console.WriteLine("只能输入1或者2:1--交换位置 ,2--轰炸对方(对方退6格),请重新输入");
Console.ReadKey(true);
input = Console.ReadLine();
}
}
break;
case 2:
Console.WriteLine("玩家{0}踩到了地雷,退6格", PlayerPos[playernumber]);
PlayerPos[playernumber] -= 6;
Console.ReadKey(true);
break;
case 3:
Console.WriteLine("玩家{0}踩到了暂停,暂停一回合", PlayerPos[playernumber]);
PlayerFlags[playernumber] = true;
Console.ReadKey(true);
break;
case 4:
Console.WriteLine("玩家{0}踩到了时空隧道,");
PlayerPos[playernumber] += 10;
Console.ReadKey(true);
break;
}//switch
}//if-else
ChangePos(playernumber);
Console.Clear();
DrawMap(Maps);
}
/// <summary>
/// 当玩家坐标改变时使用,用以限定范围
/// </summary>
/// <param name="playnumber"></param>
static void ChangePos(int playnumber)
{
if(PlayerPos[playnumber] <0)
{
PlayerPos[playnumber] = 0;
}
if(PlayerPos[playnumber] >= 99)
{
PlayerPos[playnumber] = 99;
}
}
}
}