代码如下所示:
namespace 骑士飞行棋
{
class Program
{
//在下面的数组存储我们游戏地图各各关卡
//数组的下标为0的元素对应地图上的第1格 下标为1的元素对应元素第2格...下标为n的元素对应n+1格
//在数组中 1:表示幸运轮盘 ◎
// 2: 表示地雷 ☆
// 3: 表示暂停 ▲
// 4: 表示时空隧道
// 0: 表示普通 □
static int[] map = new int[100];
static string[] names = new string[2]; //names[0]存储玩家A的姓名 name[1]存玩家B的姓名
static int[] playerPos = { 0, 0 };//playPos[0]存玩家A的位置,playPos[1]存玩家B的位置
static int step = 0; //用于存放产生的随机数
static string input = ""; //用户存储用户的输入
static string msg = ""; //用于存储用户踩到某个关卡,输出的话
static bool[] isStop = { false, false };//isStop[0]表示玩家A是否上次一走到暂停,似的话为true,不是为false
static Random r = new Random();//r是产生的随机数
static void Main( string[] args)
{
ShowUI(); //显示游戏
InitialName();
Console.Clear();
ShowUI();
Console.WriteLine("对战开始......");
Console.WriteLine("{0}用A来表示", names[0]);
Console.WriteLine("{0}用B来表示", names[1]);
Console.WriteLine("如果AB在同一位置,用<>表示");
InitialMap();//初始化地图
drawMap();//绘制地图
Console.WriteLine("开始游戏......");
//这个循环中让玩家A和玩家B轮流掷骰子 当玩家A或者玩家B的坐标>=99时,则循环结束
while (playerPos[0] < 99 && playerPos[1] < 99)
{
Action(0);//A掷筛子
Action(1);//B掷筛子
}
Console.ReadKey();
}
/// <summary>
/// 用于绘制飞行棋的名称
/// </summary>
static void ShowUI()
{
Console.WriteLine("*******************************************************");
Console.WriteLine("* *");
Console.WriteLine("* 骑 士 飞 行 棋 *");
Console.WriteLine("* *");
Console.WriteLine("*******************************************************");
}
static void InitialName()
{
Console.WriteLine("请输入玩家A的姓名");
names[0] = Console.ReadLine();
//判断用书输入的内容是否为空,如果为空,则让用户重新输入
while (names[0] == "")
{
Console.WriteLine("玩家A的姓名不能为空,请重新输入!");
names[0] = Console.ReadLine();
}
Console.WriteLine("请输入玩家B的姓名");
names[1] = Console.ReadLine();
//判断用户输入的内容是否为空,如果为空,则让用户重新输入
while (names[1] == "" || names[1] == names[0])
{
if (names[1] == "")
{
Console.WriteLine("玩家B的姓名不能为空,请重新输入!");
names[1] = Console.ReadLine();
}
else
{
Console.WriteLine("你输入的姓名与玩家A的姓名{0}相同,请重新输入", names[0]);
names[1] = Console.ReadLine();
}
}
}
static void InitialMap()
{
//用于存储在地图中为地雷的下标
int[] luckyTurn = { 6, 23, 40, 55, 69, 83 };//幸运轮盘 1
int[] landMine = { 5, 13, 17, 33, 38, 50, 64, 80, 94 };//地雷 2
int[] pause = { 9, 27, 60, 93 };//暂停的坐标 3
int[] timeTunnel = { 20, 25, 45, 63, 72, 88, 90 };//时空隧道 4
for (int i = 0; i < 100; i++) // 初始化map数组的数据
map[i] = 0;
//把幸运轮盘位置填入map中
for (int i = 0; i < luckyTurn.Length; i++)
map[luckyTurn[i]] = 1;
//把地雷填入map中
for (int i = 0; i < landMine.Length; i++)
map[landMine[i]] = 2;
//把暂停填入map中
for (int i = 0; i < pause.Length; i++)
map[pause[i]] = 3;
//把时空隧道填入map中
for (int i = 0; i < timeTunnel.Length; i++)
map[timeTunnel[i]] = 4;
}
/// <summary>
/// 获得第pos坐标上应该绘制的图案
/// </summary>
/// <param name="pos">要绘制的坐标</param>
/// <returns></returns>
static string getMapString(int pos)
{
string result = "";
if (playerPos[0] == pos && playerPos[1] == pos)
{
Console.ForegroundColor = ConsoleColor.Yellow;
result = "<>";
}
else if (playerPos[0] == pos)
{
Console.ForegroundColor = ConsoleColor.Yellow;
result = "A";
}
else if (playerPos[1] == pos)
{
Console.ForegroundColor = ConsoleColor.Yellow;
result = "B";
}
else
{
switch (map[pos])
{
case 0:
Console.ForegroundColor = ConsoleColor.White;
result = "□";
break;
case 1:
Console.ForegroundColor = ConsoleColor.Red;
result = "◎";
break;
case 2:
Console.ForegroundColor = ConsoleColor.Green;
result = "☆";
break;
case 3:
Console.ForegroundColor = ConsoleColor.Blue;
result = "▲";
break;
case 4:
Console.ForegroundColor = ConsoleColor.DarkBlue;
result = " ";
break;
}
}
return result;
}
static void drawMap()
{
Console.WriteLine("图例:幸运轮盘:◎ 地雷:☆ 暂停:▲ 时空隧道: ");
//画第一行
for (int i = 0; i < 30; i++)
Console.Write(getMapString(i));
Console.WriteLine();
//左边的第一列
for (int i = 30; i < 35; i++)
{
for (int j = 0; j < 29; j++)
Console.Write(" ");
Console.Write(getMapString(i));
Console.WriteLine();
}
//第二行
for (int i = 64; i >= 35; i--)
Console.Write(getMapString(i));
Console.WriteLine();
//右边的列
for (int i = 65; i < 70; i++)
{
Console.Write(getMapString(i));
Console.WriteLine();
}
//第三行
for (int i = 70; i < 100; i++)
Console.Write(getMapString(i));
Console.ResetColor();
Console.WriteLine();
}
static void checkPos()
{
for (int i = 0; i <= 1; i++)
{
if (playerPos[i] > 99)
{
playerPos[i] = 99;
}
if (playerPos[i] < 0)
{
playerPos[i] = 0;
}
}
}
static int ReadInt()//产生一个整数
{
int i = ReadInt(int.MaxValue, int.MinValue);
return i;
}
static int ReadInt(int min, int max)//产生min--max 之间的数
{
while (true)
{
try
{
int number = Convert.ToInt32(Console.ReadLine());
if (number < min || number > max)
{
Console.WriteLine("只能输入{0}--{1}之间的数字,请重新输入", min, max);
continue;
}
return number;
}
catch
{
Console.WriteLine("只能输入数字,请重新输入!");
}
}
}
/// <summary>
/// A或者B掷筛子的方法
/// </summary>
/// <param name="playerNumber">A掷筛子传0过来 B掷筛子传1过来</param>
static void Action(int playerNumber)
{
if (isStop[playerNumber] == false)
{
Console.WriteLine("{0}按任意键开始掷筛子......", names[playerNumber]);
ConsoleKeyInfo sec = Console.ReadKey(true);
step = r.Next(1, 7);//产生一个1到6之间的随机数
if (sec.Key == ConsoleKey.Tab)
{
ConsoleKeyInfo sec1 = Console.ReadKey(true);
if (sec1.Key == ConsoleKey.F1)
{
step = ReadInt(1, 100);
}
}
Console.WriteLine("{0}掷出了{1}", names[playerNumber], step);
Console.WriteLine("{0}按任意键开始行动......", names[playerNumber]);
Console.ReadKey(true);
playerPos[playerNumber] += step; //注意,一旦坐标发生改变,就要判断坐标值是否>99||<0
checkPos();//检查坐标是否越界
if (playerPos[playerNumber] == playerPos[1 - playerNumber]) //玩家A采到玩家B
{
playerPos[1 - playerNumber] = 0;
msg = string.Format("{0}踩到了{1},{1}退回了原点", names[playerNumber], names[1 - playerNumber]);
}
else
{//没踩到,要判断玩家A现在所在的位置是否有其他关卡
switch (map[playerPos[playerNumber]])
{
case 0:
//普通,没有效果
msg = "";
break;
case 1:
//走到了 幸运轮盘关卡
Console.Clear();
Console.WriteLine("你走到了幸运轮盘,请选择运气?");
Console.WriteLine("1 ---交换位置 2---轰炸对方");
int userSelect = ReadInt(1, 2);
if (userSelect == 1)
{//要与对方交换位置
int temp = playerPos[playerNumber];
playerPos[playerNumber] = playerPos[1 - playerNumber];
playerPos[1 - playerNumber] = temp;
msg = string.Format("{0}选了与对方交换位置", names[playerNumber]);
}
else
{//轰炸对方
playerPos[1 - playerNumber] -= 6;
msg = string.Format("{0}轰炸了{1},{1}退回了6格", names[playerNumber], names[1 - playerNumber]);
checkPos();
}
break;
case 2:
//踩到了地雷
playerPos[playerNumber] -= 6;
checkPos();
msg = string.Format("{0}踩到了地雷,{0}退了6格", names[playerNumber]);
break;
case 3:
//暂停一次
isStop[playerNumber] = true;
msg = string.Format("{0}走到了红灯,下次暂停一次啊", names[playerNumber]);
break;
case 4:
//踩到时空隧道
playerPos[playerNumber] += 10;
msg = string.Format("{0}进入了时空隧道,爽死了,进了10格", names[playerNumber]);
break;
}
}
}
else
{
isStop[playerNumber] = false;
}
if (playerPos[playerNumber] >= 99)
{
//判断谁胜利,谁失败
Console.Clear();
if (playerPos[0] >= 99)
{
Console.WriteLine("{0}胜利了!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!", names[0]);
}
else
{
Console.WriteLine("{0}胜利了!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!", names[1]);
}
}
Console.Clear();
drawMap();
if (msg != "")
{
Console.WriteLine(msg);
}
Console.WriteLine("{0}掷出了{1},行动完成!", names[playerNumber], step);
Console.WriteLine("*************玩家A和玩家B的位置*********");
Console.WriteLine("{0}的位置为:{1}", names[0], playerPos[0] + 1);
Console.WriteLine("{0}的位置为:{1}", names[1], playerPos[1] + 1);
}
}
}
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