C#控制臺(tái)實(shí)現(xiàn)飛行棋游戲
本文實(shí)例為大家分享了C#實(shí)現(xiàn)飛行棋游戲的具體代碼,供大家參考,具體內(nèi)容如下
游戲截圖:
管理類(lèi):
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace ConsoleApp1
{
  class ProgramManage
  {
    //隨機(jī)數(shù)
    public static Random rd = new Random();
    //定義地圖大小
    public static int[] Maps = new int[100];
 
    //
    public static bool[] PlayerPause = {false,false };
 
    //定義玩家A和玩家B的坐標(biāo),0是玩家A的坐標(biāo);1是玩家B的坐標(biāo)
    public static int[] PlayerPos = new int[2];
 
    //存儲(chǔ)兩個(gè)玩家的姓名
    public static string[] PlayerName = new string[2];
 
    //定義名字錯(cuò)誤類(lèi)型
    public static string[] Error = {"正確","不能有數(shù)字","重名了","不能為空" };
 
    //畫(huà)游戲頭
    public static void GanmeShow()
    {
      Console.ForegroundColor = ConsoleColor.Yellow;
      Console.WriteLine("*************************");
      Console.WriteLine("********飛行棋游戲*******");
      Console.WriteLine("*************************");
      Console.ForegroundColor = ConsoleColor.Green;
    }
 
    //定義地圖關(guān)卡布局
    public static void InitailMap()
    {
      int[] luckturn = { 6, 23, 40, 55, 69, 83 };//幸運(yùn)輪盤(pán)◎
      for (int i = 0; i < luckturn.Length; i++)
      {
        Maps[luckturn[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 };//暫停▲
      for (int i = 0; i < pause.Length; i++)
      {
        Maps[pause[i]] = 3;
      }
 
      int[] timeTunnel = { 20, 25, 45, 63, 72, 88, 90 };//時(shí)空隧道卍
      for (int i = 0; i < timeTunnel.Length; i++)
      {
        Maps[timeTunnel[i]] = 4;
      }
 
    }
 
    //定義地圖元素。輸入坐標(biāo)值,方法內(nèi)部判斷當(dāng)前坐標(biāo)應(yīng)當(dāng)放什么符號(hào),返回符號(hào)值
    public static string MapElement(int i)
    {
      string Element = "0";
      //如果玩家AB坐標(biāo)相同并都在當(dāng)前位置則畫(huà)一個(gè)“<>”
      if (PlayerPos[0] == i && PlayerPos[1] == i)
      {
        Element="<>";
      }
      //有A畫(huà)A,有B畫(huà)B,都沒(méi)有畫(huà)地圖
      else if (PlayerPos[0] == i)
      {
        Element="A";
      }
      else if (PlayerPos[1] == i)
      {
        Element="B";
      }
      else
      {
        switch (Maps[i])
        {
          case 0:
            Element = "□";
            break;
          case 1:
            Element = "◎";
            break;
          case 2:
            Element = "×";
            break;
          case 3:
            Element = "▲";
            break;
          case 4:
            Element = "卍";
            break;
        }
 
      }
      return Element;
    }
 
 
    //繪制地圖
    public static void DrawMap()
    {
      Console.ForegroundColor = ConsoleColor.White;
      //第一橫行
      for (int i = 0; i < 30; i++)
      {
        Console.Write(MapElement(i));
      }
      
      //第一豎行
      for (int i = 30; i < 35; i++)
      {
        Console.WriteLine();
        Console.Write("                             ");
        Console.Write(MapElement(i));
      }
 
      //第二橫行
      Console.WriteLine();
      for (int i = 64; i > 34; i--)
      {
        Console.Write(MapElement(i));
      }
 
      //第二豎行
      for (int i = 65; i < 70; i++)
      {
        Console.WriteLine();
        Console.Write(MapElement(i));
      }
 
      //第三橫行
      Console.WriteLine();
      for (int i = 70; i < 100; i++)
      {
        Console.Write(MapElement(i));
      }
      Console.WriteLine();
 
    }
 
    //判斷姓名是否符合要求
    public static int NameJudge(string str)
    {
      int result = 0;
 
      //判斷是否為空
      if (str == "")
      {
        result = 3;
        return result;
      }
      else
      {
        result = 0;
      }
 
      //判斷是否是字符串
      for (int i = 0; i < str.Length; i++)
      {
        if (char.IsNumber(str,i))
        {
          result = 1;
 
          return result;
 
        }
        else
        {
          result = 0;
        }
        
      }
 
      //判斷是否重名
      for (int i = 0; i < PlayerName.Length; i++)
      {
        if (PlayerName[i]==str)
        {
          result = 2;
          return result;
        }
        else
        {
          result = 0;
        }
        
      }
 
 
      return result;
    }
 
    //投骰子
    public static void Play(int player)
    {
 
      PlayerPos[player] += rd.Next(1, 7);
 
    }
 
    //坐標(biāo)不能出地圖
    public static void Limit(int player)
    {
      if (PlayerPos[player] < 0)
      {
        PlayerPos[player] = 0;
      }
      else if (PlayerPos[player] > 99)
      {
        PlayerPos[player] = 99;
      }
    }
 
 
 
    //執(zhí)行規(guī)則
    public static void GameRule(int player)
    {
 
      //踩到對(duì)手
      if (PlayerPos[player]==PlayerPos[1-player])
      {
        PlayerPos[1 - player] -= 6;
 
        Console.WriteLine("{0}踩到對(duì)手,對(duì)手退6格", PlayerName[player]);
      }
      //什么也沒(méi)踩到
      else if (Maps[PlayerPos[player]] == 0)
      {
        Console.WriteLine("{0}玩家前進(jìn)了,什么也沒(méi)踩到",PlayerName[player]);
 
      }
      //幸運(yùn)輪盤(pán)
      else if (Maps[PlayerPos[player]] == 1)
      {
        Console.WriteLine("1,與對(duì)手交換位置。2,讓對(duì)手退回原點(diǎn)");
        string chose;
        while (true)
        {
          chose = Console.ReadLine();
          if (chose == "1")
          {
            int tem = PlayerPos[player];
            PlayerPos[player] = PlayerPos[1 - player];
            PlayerPos[1 - player] = tem;
            Console.WriteLine("{0}與對(duì)手交換了位置", PlayerName[player]);
            break;
          }
          else if (chose == "2")
          {
            PlayerPos[1 - player] = 0;
            Console.WriteLine("{0}把對(duì)手打回原位", PlayerName[player]);
            break;
          }
          else
          {
            Console.WriteLine("請(qǐng)重新輸入");
          }
        }
 
      }
      //地雷
      else if (Maps[PlayerPos[player]] == 2)
      {
        PlayerPos[player] -= 6;
        Console.WriteLine("{0}踩到地雷了,倒退6格", PlayerName[player]);
      }
      //暫停
      else if (Maps[PlayerPos[player]] == 3)
      {
        PlayerPause[player] = true;
        Console.WriteLine("{0}暫停一回合", PlayerName[player]);
      }
      //時(shí)空隧道
      else if (Maps[PlayerPos[player]] == 4)
      {
        PlayerPos[player] += 10;
        Console.WriteLine("{0}前進(jìn)10格", PlayerName[player]);
      }
 
    }
 
    //判斷輸贏
    public static string Winner()
    {
      if (PlayerPos[0]>PlayerPos[1])
      {
        return PlayerName[0];
      }
      else
      {
        return PlayerName[1];
      }
    }
  }
}
實(shí)現(xiàn)類(lèi):
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace ConsoleApp1
{
 
  class Program
  {
    static void Main(string[] args)
    {
      //初始化標(biāo)題
      ProgramManage.GanmeShow();
      //初始化地圖關(guān)卡
      ProgramManage.InitailMap();
 
      //輸入名字
      string name;
      for (int i = 0; i < ProgramManage.PlayerName.Length; i++)
      {
        Console.WriteLine("請(qǐng)輸入玩家{0}的名字", i+1);
        name = Console.ReadLine();
        while (ProgramManage.NameJudge(name)!=0)
        {
          Console.WriteLine("名字格式不對(duì),{0},請(qǐng)重新輸入", ProgramManage.Error[ProgramManage.NameJudge(name)]);
          name = Console.ReadLine();
        }
        ProgramManage.PlayerName[i] = name;
      }
 
      //刷新界面
      Console.Clear();
      ProgramManage.GanmeShow();
      Console.WriteLine("玩家A名字是{0},玩家B名字{1}", ProgramManage.PlayerName[0], ProgramManage.PlayerName[1]);
      ProgramManage.DrawMap();
 
      //游戲主循環(huán)
      //初始化玩家A開(kāi)始
      int player = 0;
 
      //兩個(gè)玩家都沒(méi)在終點(diǎn)的時(shí)候不停的玩游戲
      while (ProgramManage.PlayerPos[0]<99&&ProgramManage.PlayerPos[1]<99)
      {
 
 
        //判斷當(dāng)前玩家是否暫停,如果暫停了就停一回合
        if (ProgramManage.PlayerPause[player]==false)
        {
          Console.WriteLine("輪到玩家{0}敲回車(chē)投骰子", ProgramManage.PlayerName[player]);
          Console.ReadKey();
          //玩家player投骰子
          ProgramManage.Play(player);
          ProgramManage.Limit(player);
 
          //清空界面
          Console.Clear();
 
          //執(zhí)行規(guī)則,如果踩到了關(guān)卡,一直執(zhí)行,直到踩到空白點(diǎn)位置
          while (true)
          {
            if (ProgramManage.Maps[ProgramManage.PlayerPos[player]] != 0)
            {
              ProgramManage.GameRule(player);
              ProgramManage.Limit(player);
            }
            ProgramManage.GameRule(player);
            break;
          }
          ProgramManage.Limit(player);
 
          //變化玩家
          player = 1 - player;
 
          //刷新地圖
          ProgramManage.DrawMap();
        }
        else
        {
          //當(dāng)前玩家恢復(fù)暫停
          ProgramManage.PlayerPause[player] = false;
          //下一回合讓給另一個(gè)玩家
          player = 1 - player;
          continue;
        }
        
 
 
 
 
      }
      //游戲結(jié)束
      Console.WriteLine("玩家{0}贏了", ProgramManage.Winner());
      Console.ReadKey();
    }
  }
}
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