C#飞行棋代码,如果A玩家踩到地雷,向后退6格的时候,刚好碰到B玩家,两个玩家处同一单元格,算不算“A踩到B”,B玩家要不要也退后6格呢?
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace _04_飞行棋游戏
{
class Program
{
//用静态字段模拟全局变量,因为可能会有很多方法需要用到Maps 数组。
public static int[] Maps = new int[100];
//声明一个静态数组用来存储玩家A和玩家B的坐标
public static int[] PlayerPos = new int[2];
//存储两个玩家的姓名
public static string[] PlayerNames = new string[2];
public static bool[] Flags = new bool[2];
static void Main(string[] args)
{
GameShow();
#region //输入玩家姓名
Console.WriteLine("请输入玩家A的姓名");
PlayerNames[0] = Console.ReadLine();
while (PlayerNames[0] == "")
{
Console.WriteLine("玩家A的姓名不能为空,请重新输入");
PlayerNames[0] = Console.ReadLine();
}
Console.WriteLine("请输入玩家B的姓名");
PlayerNames[1] = Console.ReadLine();
while (PlayerNames[1] == "" || PlayerNames[0] == PlayerNames[1])
{
if (PlayerNames[1] == "")
{
Console.WriteLine("玩家B的姓名不能为空,请重新输入");
PlayerNames[1] = Console.ReadLine();
}
else
{
Console.WriteLine("玩家B的姓名不能和玩家A相同,请重新输入");
PlayerNames[1] = Console.ReadLine();
}
}
#endregion
//玩家输入OK后,首先清屏,且重新输入游戏头
Console.Clear();//清屏
GameShow();
Console.WriteLine("{0}的士兵用A表示", PlayerNames[0]);
Console.WriteLine("{0}的士兵用B表示", PlayerNames[1]);
//绘制地图之前,首先必须初始化地图
InitialMap();
DrawMap();
//当A玩家和B玩家没有一个人在终点的时候即playerPos<99的时候 两个玩家不停的去玩游戏
while (PlayerPos[0] < 99 && PlayerPos[1] < 99)
{
if (Flags[0] == false)
{
PlayGame(0);//A先玩
}
else
{
Flags[0] = false;
}
if (PlayerPos[0] >= 99)
{
Console.WriteLine("玩家{0}无耻的赢了玩家{1}", PlayerNames[0], PlayerNames[1]);
break;
}
if (Flags[1] == false)
{
PlayGame(1);//B玩
}
else
{
Flags[1] = false;
}
if (PlayerPos[1] >= 99)
{
Console.WriteLine("玩家{0}无耻的赢了玩家{1}", PlayerNames[1], PlayerNames[0]);
break;
}
}//while
Win();
Console.ReadKey();
}
/// <summary>
/// 胜利
/// </summary>
public static void Win()//游戏尾
{
Console.ForegroundColor = ConsoleColor.Red;
Console.WriteLine("******************************");
Console.ForegroundColor = ConsoleColor.Yellow;
Console.WriteLine("******************************");
Console.ForegroundColor = ConsoleColor.Green;
Console.WriteLine("**********获得胜利!***********");
Console.ForegroundColor = ConsoleColor.DarkBlue;
Console.WriteLine("******************************");
Console.ForegroundColor = ConsoleColor.DarkGray;
Console.WriteLine("******************************");
}
/// <summary>
/// 画游戏头
/// </summary>
public static void GameShow()
{
Console.ForegroundColor = ConsoleColor.Yellow;
Console.WriteLine("**************************");
Console.ForegroundColor = ConsoleColor.Blue;
Console.WriteLine("**************************");
Console.ForegroundColor = ConsoleColor.Green;
Console.WriteLine("**************************");
Console.ForegroundColor = ConsoleColor.Cyan;
Console.WriteLine("**********飞行棋**********");
Console.ForegroundColor = ConsoleColor.Red;
Console.WriteLine("**************************");
Console.ForegroundColor = ConsoleColor.Magenta;
Console.WriteLine("**************************");
}
/// <summary>
/// 初始化地图
/// </summary>
public static void InitialMap()
{
int[] luckyturn = { 6, 23, 40, 55, 69, 83 };//幸运轮盘
for (int i = 0; i < luckyturn.Length; i++)
{
Maps[luckyturn[i]] = 1;
}
int[] landMine = { 5, 13, 17, 33, 38, 50, 64, 80, 94 };//地雷
for (int i = 0; i < landMine.Length; i++)
{
Maps[landMine[i]] = 2;
}
int[] pause = { 9, 27, 60, 93 };//暂停
for (int i = 0; i < pause.Length; i++)
{
Maps[pause[i]] = 3;
}
int[] timeTunnel = { 20, 25, 45, 63, 72, 88, 90 };//时空隧道
for (int i = 0; i < timeTunnel.Length; i++)
{
Maps[timeTunnel[i]] = 4;
}
}
/// <summary>
/// 地图绘制
/// </summary>
public static void DrawMap()
{
Console.WriteLine("图例:幸运轮盘:○ 地雷:☆ 暂停:△ 时空隧道:卐");
#region //第一横行
for (int i = 0; i < 30; i++)
{
Console.Write(DrawStringMap(i));
}//for
#endregion
//画完第一横行后换行
Console.WriteLine();
#region //第一竖行
for (int i = 30; i < 35; i++)
{
for (int j = 0; j <= 28; j++)
{
Console.Write(" ");
}
Console.WriteLine(DrawStringMap(i));//直接使用writeline对最后一位换行
//Console.WriteLine();//每画完一行换行
}//for
#endregion
#region //第二横行
for (int i = 64; i >= 35; i--)
{
Console.Write(DrawStringMap(i));
}
#endregion
//画完第二横线后换行
Console.WriteLine();
#region//第二竖行
for (int i = 65; i < 70; i++)
{
Console.WriteLine(DrawStringMap(i));
}
#endregion
#region//第三横行
for (int i = 70; i < 100; i++)
{
Console.Write(DrawStringMap(i));
}
#endregion
//画完最后一行,换行
Console.WriteLine();
}//DrawMap方法的结尾
/// <summary>
/// 从画地图的方法中抽象出来的一个方法
/// </summary>
/// <param name="i"></param>
/// <returns></returns>
public static string DrawStringMap(int i)
{
string str = "";
#region//画图
//如果玩家A和玩家B的坐标相同,并且都在这个地图上,画一个尖括号
if (PlayerPos[0] == PlayerPos[1] && PlayerPos[0] == i)//确保玩家在地图上playerpos==i
{
str = "<>";
}
else if (PlayerPos[0] == i)//确认A玩家的位置
{
str = "A";
}
else if (PlayerPos[1] == i)//确认B玩家的位置
{
str = "B";
}
else//画关卡
{
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.Yellow;
str = "△";
break;
case 4:
Console.ForegroundColor = ConsoleColor.Magenta;
str = "卐";
break;
}//switch
}//else
return str;
#endregion
}
/// <summary>
/// 玩游戏
/// </summary>
public static void PlayGame(int PlayerNumber)
{
Random r = new Random();
int rNumber = r.Next(1, 7);
Console.WriteLine("{0}按任意键开始掷骰子", PlayerNames[PlayerNumber]);
Console.ReadKey(true);//按下的任意键不显示在控制台
Console.WriteLine("{0}掷出了{1}", PlayerNames[PlayerNumber],rNumber);
PlayerPos[PlayerNumber] += rNumber;
ChangePos();
Console.ReadKey(true);
Console.WriteLine("{0}按任意键开始行动", PlayerNames[PlayerNumber]);
Console.ReadKey(true);
Console.WriteLine("{0}行动完了", PlayerNames[PlayerNumber]);
Console.ReadKey(true);
//玩家A有可能踩到玩家B 方块 幸运轮盘 地雷 暂停 时空隧道
if (PlayerPos[PlayerNumber] == PlayerPos[1 - PlayerNumber])
{
Console.WriteLine("玩家{0}踩到了玩家{1},玩家{2}退6格", PlayerNames[PlayerNumber], PlayerNames[1- PlayerNumber], PlayerNames[1- PlayerNumber]);
PlayerPos[1- PlayerNumber] -= 6;
ChangePos();
Console.WriteLine(true);
}
else//踩到了关卡
{
//玩家的坐标
switch (Maps[PlayerPos[PlayerNumber]]) //==0 1 2 3 4
{
case 0:
Console.WriteLine("玩家{0}踩到了方块,安全。", PlayerNames[PlayerNumber]);
Console.ReadKey(true);
break;
case 1:
Console.WriteLine("玩家{0}踩到了幸运轮盘,请选择1--交换位置 2--轰炸对方", PlayerNames[PlayerNumber]);
string input = Console.ReadLine();
while (true)
{
if (input == "1")
{
Console.WriteLine("玩家{0}选择跟玩家{1}交换位置", PlayerNames[PlayerNumber], PlayerNames[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}退后6格", PlayerNames[PlayerNumber], PlayerNames[1- PlayerNumber], PlayerNames[1- PlayerNumber]);
Console.ReadKey(true);
PlayerPos[1- PlayerNumber] -= 6;
ChangePos();
Console.WriteLine("玩家{0}退了6格",PlayerNames[1-PlayerNumber]);
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");
input = Console.ReadLine();
}
}
break;//case 1
case 2:
Console.WriteLine("玩家{0}踩到了地雷,退6格", PlayerNames[PlayerNumber]);
Console.ReadKey(true);
PlayerPos[PlayerNumber] -= 6;
ChangePos();
//Console.WriteLine("玩家{0}退了6格", PlayerPos[PlayerNumber]);
//Console.ReadKey(true);
break;
case 3:
Console.WriteLine("玩家{0}踩到了暂停,暂停一回合", PlayerNames[PlayerNumber]);
Flags[PlayerNumber] = true;
Console.ReadKey(true);
break;
case 4:
Console.WriteLine("玩家{0}踩到了时空隧道,前进10格", PlayerNames[PlayerNumber]);
Console.ReadKey(true);
PlayerPos[PlayerNumber] += 10;
ChangePos();
Console.ReadKey(true);
break;
}//switch
}//else
ChangePos();//在此处清屏前检查位置最好
Console.Clear();
DrawMap();//当玩家位置发生变化时,需要清屏并重新画图
}
/// <summary>
/// 当玩家坐标发生变化时调用
/// </summary>
public static void ChangePos()
{
if (PlayerPos[0] < 0)
{
PlayerPos[0] = 0;
}
if (PlayerPos[0] >= 99)
{
PlayerPos[0] = 99;
}
if (PlayerPos[1] < 0)
{
PlayerPos[1] = 0;
}
if (PlayerPos[1] >= 99)
{
PlayerPos[1] = 99;
}
}
}
}