using System;
using System.Collections.Generic;
using System.Text;namespace 自己做的骑士飞行棋
{
class Program
{
//数组的下标为0的元素对应地图上的第1格,下标为1的元素对应第二格...下标为n的元素对应n+1格。
//在数组中用:1.表示幸运轮盘◎1
// 2.地雷☆2
// 3.暂停▲3
// 4.时空隧道卐4
// 0.表示普通
static int[] Map = new int[100];//定义地图,0至100格
static int[] playerPos = { 0, 1 };//定义玩家位子,下标为1的是1号玩家,为2的是2号玩家
static void Main(string[] args)
{
Random r = new Random();//产生随机数
int step = 0; //step存储产生的随机数
string msg = "";//用于存储用户踩到某位置输出的话
bool[] isStop = { false, false };//isStop[0]表示A是否上次走到了暂停 isStop[1]表示B
//如果走到暂停,则设置为true
showUI();
string[] name = new string[2];
Console.WriteLine("请输入玩家A的姓名");
name[0] = Console.ReadLine();
while (name[0] == "")//判断玩家A的姓名是否合法
{
Console.WriteLine("用户名不能为空,请重新输入");
Console.WriteLine("请输入玩家B的姓名");
name[0] = Console.ReadLine();
}
Console.WriteLine("请输入玩家B的姓名");
name[1] = Console.ReadLine();
#region 判断玩家B的姓名是否和玩家A一样
while (name[1] == "" || name [1] == name[0])//判断玩家B的姓名是否和玩家A一样
{
if (name[0] == name[1])
{
Console.WriteLine("姓名已被玩家A占用,请从新输入");
Console.WriteLine("请输入玩家B的姓名");
}
else
{
Console.WriteLine("姓名不能为空,请重新输入");
Console.WriteLine("请输入玩家B的姓名");
}
name[1] = Console.ReadLine();
}
#endregion
Console.WriteLine("玩家A的姓名为:{0},玩家B的姓名为{1}", name[0], name[1]);
Console.Clear();
showUI();
Console.WriteLine("对战开始");
Console.WriteLine("{0}用A来表示",name[0]);
Console.WriteLine("{0}用B来表示",name[1]);
Console.WriteLine("如果{0}和{1}在一起则用<>来表示",name[0],name[1]);
InitialMap();
drawMap();
Console.WriteLine("对战开始");
while (playerPos[0] < 99 && playerPos[1] < 99)
{
//A开始掷骰子
if (isStop[0] == false)
{
#region 玩家A掷骰子
Console.WriteLine("{0}按任意键掷骰子...", name[0]);
ConsoleKeyInfo rec = Console.ReadKey(true);//加true后按任意键不会被显示出来.
if (rec.Key == ConsoleKey.Tab)
{
step = 20;//设置的后门
}
else
{
step = r.Next(1, 7);
} Console.WriteLine("{0}掷出了{1}", name[0], step);
Console.WriteLine("按任意键行动...");
Console.ReadKey(true);
playerPos[0] += step;//一旦坐标发生改变,就要判断 playerPos[0]是否>99.
CheckPos();//检查玩家是否越界.
#region 判断A是否踩到了B和A是否碰到了关卡
if (playerPos[0] == playerPos[1])
{
playerPos[1] = 0;
msg = string.Format("{0}踩到了{1},{1}退回原点", name[0], name[1]); }
else
{
switch (Map[playerPos[0]])
{ case 0: msg = ""; //清空字符串
break;//普通,没有效果.
case 1: //幸运轮盘
Console.Clear();
drawMap();
Console.WriteLine("{0}走到了幸运,请选择运气:", name[0]);
Console.WriteLine("1--交换位置 2--轰炸对方");
int userSelect = ReadInt(1, 2);
if (userSelect == 1)//交换位置
{
int temp = playerPos[0];
playerPos[0] = playerPos[1];
playerPos[1] = temp;
msg = string.Format("{0}选择了与对方交换位置! ", name[0]);
}
else
{
//轰炸对方
playerPos[1] -= 6;
CheckPos();
msg = string.Format("{0}轰炸了{1},{1}退6格! ", name[0], name[1]);
}
break;
case 2://踩到地雷
playerPos[0] -= 6;
CheckPos();
msg = string.Format("{0}踩到了地雷,退6格! ", name[0]);
break;
case 3: //暂停一次
isStop[0] = true;
msg = string.Format("{0}走到红灯,暂停一次掷骰子", name[0]);
break;
case 4://时空隧道
playerPos[0] += 10;
msg = string.Format("{0}进入时空隧道,爽死了,进10格! ", name[0]);
break;
} }
#endregion
Console.Clear();//不清屏的话,上面还会有
drawMap();
if (msg != "")
{
Console.WriteLine(msg);
}
Console.WriteLine("{0}掷出了{1},行动完成!", name[0], step);
Console.WriteLine("************玩家A和玩家B的位置如下************");
Console.WriteLine("{0}的位置为{1}", name[0], playerPos[0] + 1);
Console.WriteLine("{0}的位置为{1}", name[1], playerPos[1] + 1); #endregion
}
else
{
//说明isStop[0] == true;
isStop[0] = false;
} if (playerPos[0] >= 99)//要进行判断,如果A胜利了,就退出。
{
break;
} //开始轮到B掷骰子
if (isStop[1] == false)
{
#region 玩家B掷骰子
Console.WriteLine("{0}按任意键掷骰子...", name[1]);
Console.ReadKey(true);//加true后按任意键不会被显示出来.
step = r.Next(1, 7);
Console.WriteLine("{0}掷出了{1}", name[1], step);
Console.WriteLine("按任意键行动...");
Console.ReadKey(true);
playerPos[1] += step;//一旦坐标发生改变,就要判断 playerPos[0]是否>99.
CheckPos();//检查玩家是否越界.
if (playerPos[0] == playerPos[1])
{
#region //判断B是否踩到A和B是否碰到了关卡
playerPos[0] = 0;
msg = string.Format("{0}踩到了{1},{1}退回原点", name[1], name[0]); }
else
{
switch (Map[playerPos[1]])
{ case 0: msg = ""; //必须清空字符串
break;//普通,没有效果.
case 1: //幸运轮盘
Console.Clear();
drawMap();
Console.WriteLine("{0}走到了幸运,请选择运气:", name[1]);
Console.WriteLine("1--交换位置 2--轰炸对方");
int userSelect = ReadInt(1, 2);
if (userSelect == 1)//交换位置
{
int temp = playerPos[0];
playerPos[0] = playerPos[1];
playerPos[1] = temp;
msg = string.Format("{0}选择了与对方交换位置! ", name[1]);
}
else
{
//轰炸对方
playerPos[0] -= 6;
CheckPos();
msg = string.Format("{0}轰炸了{1},{1}退6格! ", name[1], name[0]);
}
break;
case 2://踩到地雷
playerPos[1] -= 6;
CheckPos();
msg = string.Format("{0}踩到了地雷,退6格! ", name[1]);
break;
case 3: //暂停一次
isStop[1] = true;
msg = string.Format("{0}走到红灯,暂停一次掷骰子", name[1]);
break;
case 4://时空隧道
playerPos[1] += 10;
msg = string.Format("{0}进入时空隧道,爽死了,进10格! ", name[1]);
break;
} }
#endregion
Console.Clear();//不清屏的话,上面还会有
drawMap();
if (msg != "")
{
Console.WriteLine(msg);
}
Console.WriteLine("{0}掷出了{1},行动完成!", name[1], step);
Console.WriteLine("************玩家A和玩家B的位置如下************");
Console.WriteLine("{0}的位置为{1}", name[0], playerPos[0] + 1);
Console.WriteLine("{0}的位置为{1}", name[1], playerPos[1] + 1); #endregion
}
else
{
//说明isStop[1] == true;
isStop[1] = false;
}
}
Console.Clear();
showUI();
if (playerPos[0] >= 99)
{
Console.WriteLine("{0}胜利了!!!!!!!!!!", name[0]);
}
else
{
Console.WriteLine("{0}胜利了!!!!!!!!!!", name[1]);
}
Console.ReadKey(); }
static void InitialMap()//绘制关卡
{
int[] luckyTurn = { 6, 23, 40, 55, 69, 83, 98 };//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 };//时空隧道卐 4
for (int i = 0; i < luckyTurn.Length; i++)
{
Map[luckyTurn[i]] = 1;
}
for (int i = 0; i < landMine.Length; i++)
{
Map[landMine[i]] = 2;
}
for (int i = 0; i < pause.Length; i++)
{
Map[pause[i]] = 3;
}
for (int i = 0; i < timeTunnel.Length; i++)
{
Map[timeTunnel[i]] = 4;
}
}
static void drawMap()//绘制地图
{
Console.WriteLine("图例:幸运轮盘◎ 地雷☆ 暂停▲ 时空隧道卐 普通□");
for (int i = 0; i <= 29; i++)
{
Console.Write(GetMapString(i));
}
Console.WriteLine();
for (int i = 30; i <= 34; i++)
{
for (int j = 0; j < 29; j++)
{
Console.Write(" ");
}
Console.WriteLine(GetMapString(i));
}
for (int i = 64; i >= 35; i--)
{
Console.Write(GetMapString(i));
}
Console.WriteLine();
for (int i = 65; i <= 69; i++)
{
Console.WriteLine(GetMapString(i));
}
for (int i = 70; i <= 99; i++)
{
Console.Write(GetMapString(i));
}
Console.WriteLine();
Console.ResetColor();//重置前景色
}
static public void showUI()//显示用户界面
{
Console.WriteLine("*****************************************************");
Console.WriteLine("* *");
Console.WriteLine("* 骑 士 飞 行 棋 *");
Console.WriteLine("* *");
Console.WriteLine("*****************************************************");
}
static string GetMapString(int pos)
{
string result = "";
if (playerPos[0] == pos && playerPos[1] == pos)
{
Console.ForegroundColor = ConsoleColor.Yellow;
result = "<>";
}
else if (playerPos[0] == pos)//判断A的位置
{
Console.ForegroundColor = ConsoleColor.Yellow;
result = "A";
}
else if (playerPos[1] == pos)//判断B的位置
{
Console.ForegroundColor = ConsoleColor.Yellow;
result = "B";
}
else
{
switch (Map[pos])
{ //在数组中用:1.表示幸运轮盘◎1
// 2.地雷☆2
// 3.暂停▲3
// 4.时空隧道卐4
// 0.表示普通
case 0: Console.ForegroundColor = ConsoleColor.Red; result = "□"; break;
case 1: Console.ForegroundColor = ConsoleColor.Green; result = "◎"; break;
case 2: Console.ForegroundColor = ConsoleColor.Blue; result = "☆"; break;
case 3: Console.ForegroundColor = ConsoleColor.Magenta; result = "▲"; break;
case 4: Console.ForegroundColor = ConsoleColor.Cyan; result = "卐"; break;
}
}
return result;
}
static void CheckPos()//检查玩家位子是否大于99或者小于0
{
for (int i = 0; i < 2; i++)
{
if (playerPos[i] > 99)
{
playerPos[i] = 99;
}
if (playerPos[i] < 0)
{
playerPos[i] = 0;
}
}
}
static int ReadInt()
{
int i = ReadInt(int.MinValue, int.MaxValue);
return i;
}
static int ReadInt(int min, int max)//幸运关卡选择
{
while (true)
{
try
{
int number = Convert.ToInt32(Console.ReadLine());
if (number < min || number > max)
{
Console.WriteLine("输入的数只能在{0}-{1}之间,请重新输入!", min, max);
continue;
}
return number;
}
catch
{
Console.WriteLine("输入的只能是数字,请重新输入!");
}
} }
}
}
python版飞行棋 飞行棋源码
转载文章标签 python版飞行棋 windows phone string random .net 文章分类 Python 后端开发