c# 編寫(xiě)的簡(jiǎn)單飛行棋游戲
更新時(shí)間:2021年06月22日 08:53:54 作者:靜態(tài)類
這個(gè)簡(jiǎn)單的飛行棋游戲主要是講的方法怎么應(yīng)用,充分的去理解方法和方法的調(diào)用。整體收獲還是很大的。感興趣的朋友可以參考下
項(xiàng)目效果
實(shí)現(xiàn)代碼
using System; namespace 飛行棋項(xiàng)目 { class Program { ///1、畫(huà)游戲頭 ///2、初始化地圖 ///把整數(shù)數(shù)組中數(shù)字編程控制臺(tái)中顯示的特殊字符顯示的過(guò)程,就是初始化地圖 ///3、畫(huà)地圖 ///4、玩游戲 //我們用靜態(tài)數(shù)組用來(lái)模擬全局變量,這個(gè)數(shù)組代表地圖長(zhǎng)度以及地圖坐標(biāo) public static int[] Maps = new int[100]; //聲明一個(gè)靜態(tài)數(shù)組用來(lái)存儲(chǔ)玩家A跟玩家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]; public static bool[] Flag = new bool[2]; static void Main(string[] args) { TitleName(); #region 輸入玩家姓名 Console.WriteLine("請(qǐng)輸入玩家A的姓名"); PlayerName[0] = Console.ReadLine(); while (PlayerName[0] == "") { Console.WriteLine("玩家A的姓名不能為空,請(qǐng)重新輸入"); PlayerName[0] = Console.ReadLine(); } Console.WriteLine("請(qǐng)輸入玩家B的姓名"); PlayerName[1] = Console.ReadLine(); while (PlayerName[1] == "" || PlayerName[1] == PlayerName[0]) { if (PlayerName[1] == "") { Console.WriteLine("玩家B的姓名不能為空,請(qǐng)重新輸入"); PlayerName[1] = Console.ReadLine(); } else { Console.WriteLine("玩家B的姓名不能和玩家A的相同,請(qǐng)重新輸入"); PlayerName[1] = Console.ReadLine(); } } #endregion //玩家姓名輸入正確之后 Console.Clear();//清屏功能 TitleName(); Console.WriteLine("{0}玩家用A表示\n{1}玩家用B表示", PlayerName[0], PlayerName[1]); //在畫(huà)地圖之前首先要初始化地圖 InitailMap(); DrawMap(); //當(dāng)玩家A跟玩家B沒(méi)有一個(gè)人在終點(diǎn)的時(shí)候,兩個(gè)玩家就不停的去玩游戲 while (PlayerPos[0] < 99 && PlayerPos[1] < 99) { if (Flag[0] == false) { PlayGame(0); } else { Flag[0] = false; } if(PlayerPos [0]>=99) { Console.WriteLine("玩家{0}贏了", PlayerName[0]); break; } if (Flag[1]==false) { PlayGame(1); } else { Flag[1] = false; } if(PlayerPos[1] >= 99) { Console.WriteLine("玩家{0}贏了", PlayerName[1]); break; } }//while Console.ReadKey(); } /// <summary> /// 畫(huà)游戲頭 /// </summary> public static void TitleName() { Console.ForegroundColor = ConsoleColor.Red; Console.WriteLine("******************"); Console.ForegroundColor = ConsoleColor.Blue; Console.WriteLine("******************"); Console.ForegroundColor = ConsoleColor.Green; Console.WriteLine("******************"); Console.ForegroundColor = ConsoleColor.Yellow; Console.WriteLine("****飛行棋項(xiàng)目****"); Console.ForegroundColor = ConsoleColor.White; Console.WriteLine("******************"); Console.ForegroundColor = ConsoleColor.Gray; Console.WriteLine("******************"); Console.ForegroundColor = ConsoleColor.DarkMagenta; Console.WriteLine("******************"); } /// <summary> /// 將不同的值賦予不同的特殊符號(hào),方便畫(huà)出地圖 /// </summary> public static void InitailMap() { int[] luckyturn = { 6, 23, 38, 45, 78, 90 };//幸運(yùn)輪盤(pán) for (int i = 0; i < luckyturn.Length; i++) { Maps[luckyturn[i]] = 1; } int[] landline = { 5, 22, 31, 44, 75, 87, 92 };//地雷 for (int i = 0; i < landline.Length; i++) { Maps[landline[i]] = 2; } int[] pause = { 7, 15, 25, 46, 56, 84 };//暫停 for (int i = 0; i < pause.Length; i++) { Maps[pause[i]] = 3; } int[] timeTunnel = { 9, 18, 29, 37, 42, 63, 72, 88, 96 };//時(shí)空隧道 for (int i = 0; i < timeTunnel.Length; i++) { Maps[timeTunnel[i]] = 4; } } /// <summary> /// 畫(huà)地圖 /// </summary> public static void DrawMap() { Console.WriteLine("圖例:幸運(yùn)輪盤(pán):▲ 地雷:☆ 暫停:○ 時(shí)空隧道:¥"); #region 第一橫行 //第一橫行 for (int i = 0; i < 30; i++) { Console.Write(DrawStringMap(i));//直接調(diào)用畫(huà)地圖的那個(gè)方法 }//for #endregion //畫(huà)完第一橫行需要換行 Console.WriteLine(); #region 第一豎行 //畫(huà)第一豎行 for (int i = 30; i < 35; i++) { for (int j = 0; j <= 28; j++) { Console.Write(" ");//這里畫(huà)兩個(gè)空格 } Console.Write(DrawStringMap(i));//直接調(diào)用畫(huà)地圖的那個(gè)方法 Console.WriteLine(); } #endregion #region 第二橫行 for (int i = 64; i >= 35; i--) { Console.Write(DrawStringMap(i)); } #endregion //畫(huà)完第二橫行需要換行 Console.WriteLine(); #region 第二豎行 for (int i = 65; i <= 69; i++) { Console.WriteLine(DrawStringMap(i)); } #endregion #region 第三橫行 for (int i = 70; i <= 99; i++) { Console.Write(DrawStringMap(i)); } #endregion //畫(huà)完最后一行地圖需要換行 Console.WriteLine(); } #region 從畫(huà)地圖的方法中抽象出來(lái)的一種方法 /// <summary> /// 從畫(huà)地圖的方法中抽象出來(lái)的一種方法 /// </summary> /// <param name="i">傳參進(jìn)來(lái)的一個(gè)變量</param> /// <returns></returns> public static string DrawStringMap(int i) { //畫(huà)圖 string str = ""; if (PlayerPos[0] == PlayerPos[1] && PlayerPos[0] == i) { str = "<>"; } else if (PlayerPos[0] == i) { str = "A"; } else if (PlayerPos[1] == i) { str = "B"; } else { switch (Maps[i]) { case 0: Console.ForegroundColor = ConsoleColor.Red; str = "□"; break; case 1: Console.ForegroundColor = ConsoleColor.Green; str = "▲"; break; case 2: Console.ForegroundColor = ConsoleColor.Gray; str = "☆"; break; case 3: Console.ForegroundColor = ConsoleColor.Yellow; str = "○"; break; case 4: Console.ForegroundColor = ConsoleColor.Blue; str = "¥"; break; }//switch }//if return str; } #endregion /// <summary> /// 玩游戲 /// </summary> /// <param name="playerNumber">傳遞進(jìn)來(lái)的一個(gè)參數(shù)來(lái)判定是誰(shuí)在玩游戲</param> public static void PlayGame(int playerNumber) { Random r = new Random();//設(shè)定隨機(jī)數(shù) int rNumber = r.Next(1, 7);//限定隨機(jī)數(shù)范圍在1-7之間 Console.WriteLine("{0}按下任意鍵開(kāi)始擲骰子", PlayerName[playerNumber]); Console.ReadKey(true); Console.WriteLine("{0}擲出了{(lán)1}", PlayerName[playerNumber], rNumber);//擲出了隨機(jī)數(shù)1-7之間 PlayerPos[playerNumber] += rNumber;//玩家坐標(biāo)加上擲出的隨機(jī)數(shù) ChangePos();//在每一個(gè)玩家坐標(biāo)變化的地方都要進(jìn)行一次限制,限制玩家坐標(biāo)在地圖0-99之內(nèi) Console.ReadKey(true); if (PlayerPos[playerNumber] == PlayerPos[1 - playerNumber]) { Console.WriteLine("玩家{0}踩到了玩家{1},玩家{2}退6格", PlayerName[playerNumber], PlayerName[1 - playerNumber], PlayerName[1 - playerNumber]); PlayerPos[1 - playerNumber] -= 6; ChangePos(); Console.ReadKey(true); } else { switch (Maps[PlayerPos[playerNumber]]) { case 0: Console.WriteLine("玩家{0}踩到了方塊,啥都沒(méi)有", PlayerName[playerNumber]); Console.ReadKey(true); break; case 1: Console.WriteLine("玩家{0}踩到了幸運(yùn)輪盤(pán),請(qǐng)選擇1--交換位置,2--轟炸對(duì)方", PlayerName[playerNumber]); Console.ReadKey(true); string input = Console.ReadLine(); while (true) { if (input == "1") { Console.WriteLine("玩家{0}跟玩家{1}交換位置", PlayerName[playerNumber], PlayerName[1 - playerNumber]); Console.ReadKey(true); int temp = PlayerPos[playerNumber]; PlayerPos[playerNumber] = PlayerPos[1 - playerNumber]; PlayerPos[1 - playerNumber] = temp; ChangePos(); Console.WriteLine("交換完成,按任意鍵繼續(xù)游戲"); Console.ReadKey(true); break; } else if (input == "2") { Console.WriteLine("玩家{0}選擇轟炸玩家{1},玩家{2}退6格", PlayerName[playerNumber], PlayerName[1 - playerNumber], PlayerName[1 - playerNumber]); Console.ReadKey(true); PlayerPos[1 - playerNumber] -= 6; ChangePos(); Console.WriteLine("玩家{0}退了6格,按任意鍵繼續(xù)游戲", PlayerName[1 - playerNumber]); Console.ReadKey(true); break; } else { Console.WriteLine("你輸入的文本有誤,請(qǐng)重新輸入!"); input=Console.ReadLine(); Console.ReadKey(true); } } break; case 2: Console.WriteLine("玩家{0}踩到了地雷,退6格", PlayerName[playerNumber]); Console.ReadKey(true); PlayerPos[playerNumber] -= 6; ChangePos(); Console.ReadKey(true); break; case 3: Console.WriteLine("玩家{0}踩到了暫停,暫停一回合", PlayerName[playerNumber]); Flag[playerNumber] = true; Console.ReadKey(true); break; case 4: Console.WriteLine("玩家{0}踩到了時(shí)空隧道,前進(jìn)10格", PlayerName[playerNumber]); Console.ReadKey(true); PlayerPos[playerNumber] += 10; ChangePos(); Console.ReadKey(true); break; }//switch }//else ChangePos();//perfect Console.Clear(); DrawMap(); } /// <summary> /// 當(dāng)玩家坐標(biāo)發(fā)生改變的時(shí)候調(diào)用這個(gè)方法,用于限制玩家坐標(biāo)在0-99之間 /// </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; } } } }
基于winform制作的圖形界面程序
效果
代碼
using System; using System.Drawing; using System.Windows.Forms; namespace 飛行棋 { public partial class Form1 : Form { public Form1() { InitializeComponent(); } //創(chuàng)建一個(gè)數(shù)組裝游戲地板 int[] mapList = new int[390]; //創(chuàng)建裝圖片的數(shù)組 PictureBox[] mappic = new PictureBox[390]; //創(chuàng)建路的數(shù)組 int[] road = new int[100]; //創(chuàng)建地圖 Panel map = new Panel(); int size = 30; //創(chuàng)建骰子 PictureBox dice = new PictureBox(); //初始位置的停放區(qū)域紅色的 Panel plan1 = new Panel(); //初始位置的停放區(qū)域綠色的 Panel plan2 = new Panel(); private void Form1_Load(object sender, EventArgs e) { this.Size = new Size(1200, 600); this.FormBorderStyle = FormBorderStyle.FixedSingle; this.Location = new Point(250, 100); this.BackColor = Color.Wheat; map.Size = new Size(30*size, 13*size); map.BorderStyle = BorderStyle.FixedSingle; map.Location = new Point(40,160); this.Controls.Add(map); //顯示圖片的方法 Init(); plan1.Size = new Size(100, 100); plan1.Location = new Point(map.Left, map.Top - 120); plan1.BackgroundImage = Image.FromFile("../../img/circle.png"); plan1.BackgroundImageLayout = ImageLayout.Stretch; this.Controls.Add(plan1); plan2.Size = new Size(100, 100); plan2.Location = new Point(map.Left+120 ,map.Top - 120); plan2.BackgroundImage = Image.FromFile("../../img/circle.png"); plan2.BackgroundImageLayout = ImageLayout.Stretch; this.Controls.Add(plan2); PictureBox redPlayer = new PictureBox(); redPlayer.Size = new Size(80, 80); redPlayer.Image = Image.FromFile("../../img/red.png"); redPlayer.Location = new Point(10, 10); redPlayer.SizeMode = PictureBoxSizeMode.StretchImage; plan1.Controls.Add(redPlayer); PictureBox greenPlayer = new PictureBox(); greenPlayer.Size = new Size(80, 80); greenPlayer.Image = Image.FromFile("../../img/green.png"); greenPlayer.Location = new Point(10, 10); greenPlayer.SizeMode = PictureBoxSizeMode.StretchImage; plan2.Controls.Add(greenPlayer); //創(chuàng)建對(duì)話框 tall.Size = new Size(200, 500); tall.Location = new Point(map.Right + 20, 50); tall.ReadOnly = true; this.Controls.Add(tall); //玩家一: name.Size = new Size(100, 30); name.Location = new Point(45,10); this.Controls.Add(name); //玩家二: names.Size = new Size(100, 30); names.Location = new Point(160,10 ); this.Controls.Add(names); btn.Location = new Point(300,10); btn.Text = "開(kāi)始游戲"; btn.Size = new Size(100, 30); btn.BackColor = Color.Pink; btn.Click += Btn_Click; this.Controls.Add(btn); //骰子 dice.Size = new Size(80, 80); dice.Image = Image.FromFile("../../img/roll.png"); dice.Location = new Point(map.Right-160,map.Top-120); dice.SizeMode = PictureBoxSizeMode.StretchImage; this.Controls.Add(dice); dice.MouseClick += Dice_MouseClick; } private void Btn_Click(object sender, EventArgs e) { //創(chuàng)建初始的彈框 Tall(string.Format("請(qǐng)兩人投擲骰子,{0}先手,點(diǎn)大的先走",name.Text)); playName[0] = name.Text; playName[1] = names.Text; tall.Focus(); } TextBox name = new TextBox(); TextBox names = new TextBox(); Button btn = new Button(); //創(chuàng)鍵記錄的對(duì)話框 RichTextBox tall = new RichTextBox(); //創(chuàng)建隨機(jī) Random r = new Random(); // 輪流投擲骰子 0代表紅方 1代表綠方 bool[] playStart = new bool[2] { true, false }; //記錄雙方當(dāng)前的位置 int[] playPosition = new int[2] { -1, -1 }; int[] playStand = new int[2] { -1, -1 }; // 記錄骰子的點(diǎn)數(shù) int[] shaizi = new int[2]; string[] playName = new string[2]; //數(shù)組存儲(chǔ)點(diǎn)數(shù) int[] num = new int[2] ; //1.輪流投擲篩子決定誰(shuí)先出門(mén) private void Dice_MouseClick(object sender, MouseEventArgs e) { PlayDice(); PlayGame(); } private void PlayDice() { //紅方投擲 紅方為true 投擲完之后變?yōu)閒alse 綠方投擲 if (playStart[0]) { shaizi[0] = r.Next(1,7); Tall(String.Format("{1}投擲出{0}點(diǎn)", shaizi[0],playName[0])); playStart[0] = !playStart[0]; } else { playStart[0] = !playStart[0]; } //綠方投擲 綠方為false 綠方投擲完之后變?yōu)閠rue .輪到紅方投擲 if (playStart[1]) { shaizi[1] = r.Next(1, 7); Tall(String.Format("{1}投擲出{0}點(diǎn)", shaizi[1],playName[1])); playStart[1] = !playStart[1]; } else { playStart[1] = !playStart[1]; } } //決定游戲誰(shuí)先手 private void OutDoor() { //紅方為true 綠方為false的時(shí)候一回合完了 一回合完之后對(duì)應(yīng)的骰子數(shù)都不為0 if (playStart[0]&&!playStart[1]&&(shaizi[0]!=0||shaizi[1]!=0)) { if (shaizi[0] == shaizi[1]) { Tall("雙方點(diǎn)數(shù)相同,請(qǐng)重新投擲"); } else { //第二回合 st = false; if (shaizi[0] > shaizi[1]) { Tall(String.Format("{0}點(diǎn)數(shù)較大,先行一步,{0}投擲",name.Text)); playStart[0] = true; playStart[1] = false; } if (shaizi[0] < shaizi[1]) { Tall(String.Format("{0}點(diǎn)數(shù)較大,先行一步,{0}投擲", names.Text)); playStart[0] = false; playStart[1] = true; } } } } bool st = true; //控制游戲誰(shuí)先走 private void PlayGame() { //判斷游戲剛開(kāi)始時(shí)候比點(diǎn)數(shù)先行 if (st == true) { OutDoor(); //都為false的時(shí)候綠方投擲 if (!playStart[0]&&playStart[1]) { Tall(string.Format("請(qǐng){0}投擲",names.Text)); }//都為true的時(shí)候紅方投擲 else if(playStart[0]&&!playStart[1]) { Tall(string.Format("請(qǐng){0}投擲!",name.Text)); } } else { if (playStart[0] && !playStart[1])//如果綠方大, 綠方為true { PlayReturn(1); }//紅方 else if (!playStart[0] && playStart[1]) { PlayReturn(0); } } } /// <summary> /// 雙方輪流游戲 /// </summary> /// 傳入?yún)?shù)index0為紅方 1為綠方 bool[] re = new bool[2] { false, false }; private void PlayReturn(int index) { //都沒(méi)出門(mén) if (playPosition[index] == -1) { switch (shaizi[index]) { case 2: case 4: Tall(String.Format("{0}可以起步", playName[index])); playPosition[index] = 0; playStand[index] = 0; //如果兩個(gè)位置相等 if (playPosition[1] == playPosition[0]) { mappic[road[playPosition[index]]].Image = imageList1.Images[2]; } else { mappic[road[playPosition[index]]].Image = imageList1.Images[index]; } break; case 6: playStart[index] = true; playStart[1 - index] = false; Tall(String.Format("{0}可以起步", playName[index])); playPosition[index] = 0; playStand[index] = 0; if (playPosition[1] == playPosition[0]) { mappic[road[playPosition[index]]].Image = imageList1.Images[2]; } else { mappic[road[playPosition[index]]].Image = imageList1.Images[index]; } Tall(String.Format("請(qǐng){0}投擲骰子", playName[index])); break; default: Tall(String.Format("很遺憾,{0}投擲出{1}點(diǎn)無(wú)法起步,輪到{2}投擲", playName[index], shaizi[index], playName[1 - index])); break; } if (playPosition[0] != -1) { plan1.Controls.Clear(); } if (playPosition[1] != -1) { plan2.Controls.Clear(); } } else { //改變位置之前記錄好之前的位置 playStand[index] = playPosition[index]; playPosition[index] += shaizi[index]; if (playPosition[index] >= 99) { MessageBox.Show(playName[index] + "獲勝"); playPosition[index] = 99; //改變圖片 Change(index); return; } Tall(string.Format("{0}移動(dòng)了{(lán)1}步", playName[index], shaizi[index])); //改變圖片 Change(index); //判斷移動(dòng)完成之后的位置是如何 if (playPosition[index] == playPosition[1 - index]) { playPosition[1 - index] = 0; playStand[1 - index] = playPosition[1 - index]; Tall(String.Format("厲害!{0}精準(zhǔn)的將{1}踩回原點(diǎn),{0}當(dāng)前的位置是{2},{1}當(dāng)前的位置是{3},", playName[index], playName[1 - index], playPosition[index], playPosition[1 - index])); mappic[road[playPosition[index]]].Image = imageList1.Images[index]; mappic[road[playPosition[1 - index]]].Image = imageList1.Images[1 - index]; Tall(string.Format("{0}開(kāi)始投擲", playName[1 - index])); } switch (mapList[road[playPosition[index]]]) { case 1: Tall(string.Format("{0}安全到達(dá)!當(dāng)前位置是{1}", playName[index], playPosition[index])); Tall(String.Format("{0}開(kāi)始投擲!", playName[1-index])); break; case 2: Tall(string.Format("很不幸,{0}踩中了香蕉皮,后退6步,當(dāng)前位置是{1}", playName[index], playPosition[index])); playStand[index] = playPosition[index]; playPosition[index] -= 6; Change(index); /*Tall(string.Format("{0}當(dāng)前位置是{1}", playName[index], playPosition[index]));*/ Tall(string.Format("{0}開(kāi)始投擲", playName[1 - index])); break; case 3: Tall(String.Format("恭喜!{0}踩中時(shí)空隧道,前進(jìn)6步!當(dāng)前位置是{1}", playName[index], playPosition[index])); playStand[index] = playPosition[index]; playPosition[index] += 6; Change(index); /*Tall(string.Format("{0}當(dāng)前位置是{1}", playName[index], playPosition[index]));*/ Tall(string.Format("{0}開(kāi)始投擲", playName[1 - index])); break; case 4: Tall(string.Format("好可惜,{0}踩中了陷阱,暫停一回合", playName[index])); re[index] = true; re[1 - index] =false; break; case 5: Tall(string.Format("真好,{0}踩中幸運(yùn)星,在玩一回合!當(dāng)前位置是{1}", playName[index], playPosition[index])); playStart[index] = true; playStart[1 - index] = false; Tall(string.Format("{0}繼續(xù)投擲!", playName[index])); break; case 6: Tall(string.Format("真好!{0}踩中秘籍,請(qǐng)選擇措施!當(dāng)前位置是{1}", playName[index], playPosition[index])); DialogResult result = MessageBox.Show("是否與對(duì)方更換位置!", "移魂大法", MessageBoxButtons.YesNo); if (result == DialogResult.Yes) { int temp = playPosition[index]; playPosition[index] = playPosition[1 - index]; playPosition[1 - index] = temp; playStand[index] = playPosition[index]; playStand[1 - index] = playPosition[1 - index]; mappic[road[playPosition[index]]].Image = imageList1.Images[index]; mappic[road[playPosition[1 - index]]].Image = imageList1.Images[1 - index]; } Tall(string.Format("{0}當(dāng)前位置是{1},{2}的位置是{3}", playName[index], playPosition[index], playName[1 - index], playPosition[1 - index])); Tall(string.Format("{0}開(kāi)始投擲。", playName[1 - index])); break; case 7: Tall(string.Format("幸運(yùn)!{0}獲得手槍,可選擇擊退對(duì)方3步!當(dāng)前位置是{1}", playName[index], playPosition[index])); DialogResult res = MessageBox.Show("是否選擇擊退對(duì)方三步!", "手槍!", MessageBoxButtons.YesNo); if (res == DialogResult.Yes) { playStand[1 - index] = playPosition[1 - index]; playPosition[1 - index] -= 3; mappic[road[playPosition[1 - index]]].Image = imageList1.Images[1 - index]; Change(1 - index); } /* Tall(string.Format("{0}被擊退對(duì)方3步!當(dāng)前位置是{1}", playName[1 - index], playPosition[1 - index]));*/ Tall(string.Format("{0}開(kāi)始投擲。", playName[1 - index])); break; default: break; } if (re[index] && !re[1 - index]) { playStart[index] = true; playStart[1 - index] = false; re[index] = false; re[1 - index] = false; } } } private void Change( int index) { //如果移動(dòng)完之后再同一個(gè)位置 if (playPosition[1] == playPosition[0]) { mappic[road[playPosition[index]]].Image = imageList1.Images[2]; } else {//移動(dòng)完成之后顯示對(duì)應(yīng)玩家的圖片 mappic[road[playPosition[index]]].Image = imageList1.Images[index]; } //原本位置圖片的顯示,如果兩人在同一個(gè)位置站著,并且都在路上自己離開(kāi)之后,留下對(duì)方的圖片在原地在起點(diǎn)的時(shí)候 if (playStand[0]==playStand[1]&&playStand[0]!=-1&&playStand[1]!=-1&&playPosition[1-index]==0) { mappic[road[playStand[index]]].Image = imageList1.Images[1 - index]; mappic[road[playPosition[index]]].Image = imageList1.Images[ index]; } else //如果兩人不再同一位置判斷之前的腳下是什么 { switch (mapList[road[playStand[index]]]) { //整個(gè)地圖的圖片 case 0: mappic[road[playStand[index]]].Image = Image.FromFile("../../img/water.gif"); break; //游戲區(qū)域的路 case 1: mappic[road[playStand[index]]].Image = Image.FromFile("../../img/grass.png"); break; case 2: mappic[road[playStand[index]]].Image = Image.FromFile("../../img/sk.jpg"); break; case 3: mappic[road[playStand[index]]].Image = Image.FromFile("../../img/xj.jpg"); break; case 4: mappic[road[playStand[index]]].Image = Image.FromFile("../../img/xianjing.jpg"); break; case 5: mappic[road[playStand[index]]].Image = Image.FromFile("../../img/xx.jpg"); break; case 6: mappic[road[playStand[index]]].Image = Image.FromFile("../../img/jh.jpg"); break; case 7: mappic[road[playStand[index]]].Image = Image.FromFile("../../img/sq.jpg"); break; case 10: mappic[road[playStand[index]]].Image = Image.FromFile("../../img/start.png"); break; case 11: mappic[road[playStand[index]]].Image = Image.FromFile("../../img/end.bmp"); break; } } } void Tall(string str) { MessageBox.Show(str); tall.AppendText(str+"\r\n"); } //創(chuàng)建一個(gè)顯示所有圖片的方法 void Init() { //先調(diào)用地圖的 CreateMap(); //在調(diào)用道具的 先有地圖再有道具 CreateGear(); for (int i = 0; i < mapList.Length; i++) { //創(chuàng)建圖片每循環(huán)一次創(chuàng)建一個(gè) PictureBox pic = new PictureBox(); //圖片的大小等于30 pic.Size = new Size(size, size); //判斷mapList索引對(duì)應(yīng)的東西 switch (mapList[i]) { //整個(gè)地圖的圖片 case 0: pic.Image = Image.FromFile("../../img/water.gif"); break; //游戲區(qū)域的路 case 1: pic.Image = Image.FromFile("../../img/grass.png"); break; case 2: pic.Image = Image.FromFile("../../img/sk.jpg"); break; case 3: pic.Image = Image.FromFile("../../img/xj.jpg"); break; case 4: pic.Image = Image.FromFile("../../img/xianjing.jpg"); break; case 5: pic.Image = Image.FromFile("../../img/xx.jpg"); break; case 6: pic.Image = Image.FromFile("../../img/jh.jpg"); break; case 7: pic.Image = Image.FromFile("../../img/sq.jpg"); break; case 10: pic.Image = Image.FromFile("../../img/start.png"); break; case 11: pic.Image = Image.FromFile("../../img/end.bmp"); break; } //拉伸圖片 pic.SizeMode = PictureBoxSizeMode.StretchImage; mappic[i] = pic; //算出圖片的坐標(biāo) pic.Left = i % 30 * size; pic.Top = i / 30 * size; map.Controls.Add(pic); } } //給整個(gè)地圖添加圖片 void CreateMap() { //調(diào)用鋪路的方法 CreateRoad(); for (int i = 0; i < road.Length; i++) { mapList[road[i]] = 1; } //起始圖片的索引位置 mapList[0] = 10; //結(jié)束圖片對(duì)應(yīng)的索引位置 mapList[mapList.Length - 1] = 11; } //算出路怎么鋪 void CreateRoad() { //111111 // 1 //111111 //1 //111111 //第一行鋪的路30個(gè) for (int i = 0; i < 30; i++) { road[i] = i; } //第2個(gè)列的路 for (int i = 30; i <= 35; i++) { road[i] = road[i - 1] + 30; } //第三個(gè)路 for (int i = 36; i <65; i++) { road[i] = road[i - 1] - 1; } //第4列的路 for (int i = 65; i <=70; i++) { road[i] = road[i - 1] + 30; } //第五行的數(shù) for (int i =71; i <100; i++) { road[i] = road[i - 1] + 1; } } //定義道具的數(shù)組 int[] back = { 7, 27, 42, 62, 73, 96 }; int[] forword = { 10, 25, 33, 65, 80, 88 }; int[] stop = { 3, 20, 35, 50, 60, 70, 90 }; int[] star = { 5, 28, 45, 71, 85 }; int[] change = { 4, 55, 75, 98 }; int[] gun = { 11, 32, 66, 83 }; //定義一個(gè)道具放置位置的方法 void CreateGear() { for (int i = 0; i < back.Length; i++) { //將地圖對(duì)應(yīng)的路然后將索引換成對(duì)應(yīng)的道具 mapList[road[back[i]]] = 2; } for (int i = 0; i < forword.Length; i++) { mapList[road[forword[i]]] = 3; } for (int i = 0; i < stop.Length; i++) { mapList[road[stop[i]]] = 4; } for (int i = 0; i <star.Length; i++) { mapList[road[star[i]]] = 5; } for (int i = 0; i < change.Length; i++) { mapList[road[change[i]]] = 6; } for (int i = 0; i < gun.Length; i++) { mapList[road[gun[i]]] = 7; } } } }
以上就是c# 編寫(xiě)的簡(jiǎn)單飛行棋游戲的詳細(xì)內(nèi)容,更多關(guān)于c# 飛行棋游戲的資料請(qǐng)關(guān)注腳本之家其它相關(guān)文章!
相關(guān)文章
c#關(guān)于JWT跨域身份驗(yàn)證的實(shí)現(xiàn)代碼
這篇文章主要介紹了c#關(guān)于JWT跨域身份驗(yàn)證的實(shí)現(xiàn)代碼,文中通過(guò)示例代碼介紹的非常詳細(xì),對(duì)大家的學(xué)習(xí)或者工作具有一定的參考學(xué)習(xí)價(jià)值,需要的朋友們下面隨著小編來(lái)一起學(xué)習(xí)學(xué)習(xí)吧2019-10-10C#實(shí)現(xiàn)子窗體與父窗體通信方法實(shí)例總結(jié)
這篇文章主要介紹了C#實(shí)現(xiàn)子窗體與父窗體通信方法,實(shí)例總結(jié)了常用的四種窗體通信方法,具有一定參考借鑒價(jià)值,需要的朋友可以參考下2015-09-09C#中使用ArrayPool和MemoryPool實(shí)例
對(duì)資源的可復(fù)用是提升應(yīng)用程序性能的一個(gè)非常重要的手段,比如本篇要分享的 ArrayPool 和 MemoryPool,它們就有效的減少了內(nèi)存使用和對(duì)GC的壓力,從而提升應(yīng)用程序性能。感興趣的可以了解一下2021-05-05C#、ASP.NET通用擴(kuò)展工具類之LogicSugar
這篇文章主要介紹了C#、ASP.NET通用擴(kuò)展工具類之LogicSugar,本文直接給出實(shí)現(xiàn)代碼和使用方法示例,需要的朋友可以參考下2015-06-06C#如何實(shí)現(xiàn)對(duì)sql server數(shù)據(jù)庫(kù)的增刪改查
本文的主要內(nèi)容是C#實(shí)現(xiàn)對(duì)sql server數(shù)據(jù)庫(kù)的增刪改查,示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下2015-08-08Unity利用材質(zhì)自發(fā)光實(shí)現(xiàn)物體閃爍
這篇文章主要為大家詳細(xì)介紹了Unity利用材質(zhì)自發(fā)光實(shí)現(xiàn)物體閃爍,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下2019-04-04