c#|c# 编写的简单飞行棋游戏
目录
- 项目效果
- 实现代码
- 基于winform制作的图形界面程序
- 效果
- 代码
项目效果 【c#|c# 编写的简单飞行棋游戏】
文章图片
文章图片
实现代码
using System; namespace 飞行棋项目{class Program{///1、画游戏头///2、初始化地图///把整数数组中数字编程控制台中显示的特殊字符显示的过程,就是初始化地图///3、画地图///4、玩游戏//我们用静态数组用来模拟全局变量,这个数组代表地图长度以及地图坐标public static int[] Maps = new int[100]; //声明一个静态数组用来存储玩家A跟玩家B的坐标public static int[] PlayerPos = new int[2]; //存储两个玩家的姓名public static string[] PlayerName = new string[2]; public static bool[] Flag = new bool[2]; static void Main(string[] args){TitleName(); #region 输入玩家姓名Console.WriteLine("请输入玩家A的姓名"); PlayerName[0] = Console.ReadLine(); while (PlayerName[0] == ""){Console.WriteLine("玩家A的姓名不能为空,请重新输入"); PlayerName[0] = Console.ReadLine(); }Console.WriteLine("请输入玩家B的姓名"); PlayerName[1] = Console.ReadLine(); while (PlayerName[1] == "" || PlayerName[1] == PlayerName[0]){if (PlayerName[1] == ""){Console.WriteLine("玩家B的姓名不能为空,请重新输入"); PlayerName[1] = Console.ReadLine(); }else{Console.WriteLine("玩家B的姓名不能和玩家A的相同,请重新输入"); PlayerName[1] = Console.ReadLine(); }}#endregion //玩家姓名输入正确之后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]); //在画地图之前首先要初始化地图InitailMap(); DrawMap(); //当玩家A跟玩家B没有一个人在终点的时候,两个玩家就不停的去玩游戏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}赢了", PlayerName[0]); break; }if (Flag[1]==false){PlayGame(1); }else{Flag[1] = false; }if(PlayerPos[1] >= 99){Console.WriteLine("玩家{0}赢了", PlayerName[1]); break; }}//whileConsole.ReadKey(); }/// /// 画游戏头/// 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("****飞行棋项目****"); Console.ForegroundColor = ConsoleColor.White; Console.WriteLine("******************"); Console.ForegroundColor = ConsoleColor.Gray; Console.WriteLine("******************"); Console.ForegroundColor = ConsoleColor.DarkMagenta; Console.WriteLine("******************"); }/// /// 将不同的值赋予不同的特殊符号,方便画出地图/// public static void InitailMap(){int[] luckyturn = { 6, 23, 38, 45, 78, 90 }; //幸运轮盘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 }; //暂停for (int i = 0; i < pause.Length; i++){Maps[pause[i]] = 3; }int[] timeTunnel = { 9, 18, 29, 37, 42, 63, 72, 88, 96 }; //时空隧道for (int i = 0; i < timeTunnel.Length; i++){Maps[timeTunnel[i]] = 4; }}/// /// 画地图/// public static void DrawMap(){Console.WriteLine("图例:幸运轮盘:▲地雷:☆暂停:○时空隧道:¥"); #region 第一横行//第一横行for (int i = 0; i < 30; i++){Console.Write(DrawStringMap(i)); //直接调用画地图的那个方法}//for#endregion //画完第一横行需要换行Console.WriteLine(); #region 第一竖行//画第一竖行for (int i = 30; i < 35; i++){for (int j = 0; j <= 28; j++){Console.Write(""); //这里画两个空格}Console.Write(DrawStringMap(i)); //直接调用画地图的那个方法Console.WriteLine(); }#endregion#region 第二横行for (int i = 64; i >= 35; i--){Console.Write(DrawStringMap(i)); }#endregion //画完第二横行需要换行Console.WriteLine(); #region 第二竖行for (int i = 65; i <= 69; i++){Console.WriteLine(DrawStringMap(i)); }#endregion#region 第三横行for (int i = 70; i <= 99; i++){Console.Write(DrawStringMap(i)); }#endregion //画完最后一行地图需要换行Console.WriteLine(); }#region 从画地图的方法中抽象出来的一种方法/// /// 从画地图的方法中抽象出来的一种方法/// /// 传参进来的一个变量///public static string DrawStringMap(int i){//画图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}//ifreturn str; }#endregion/// /// 玩游戏/// /// 传递进来的一个参数来判定是谁在玩游戏public static void PlayGame(int playerNumber){Random r = new Random(); //设定随机数int rNumber = r.Next(1, 7); //限定随机数范围在1-7之间Console.WriteLine("{0}按下任意键开始掷骰子", PlayerName[playerNumber]); Console.ReadKey(true); Console.WriteLine("{0}掷出了{1}", PlayerName[playerNumber], rNumber); //掷出了随机数1-7之间PlayerPos[playerNumber] += rNumber; //玩家坐标加上掷出的随机数ChangePos(); //在每一个玩家坐标变化的地方都要进行一次限制,限制玩家坐标在地图0-99之内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}踩到了方块,啥都没有", PlayerName[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", PlayerName[playerNumber]); Console.ReadKey(true); string input = Console.ReadLine(); while (true){if (input == "1"){Console.WriteLine("玩家{0}跟玩家{1}交换位置", 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,按任意键继续游戏", PlayerName[1 - playerNumber]); Console.ReadKey(true); break; }else{Console.WriteLine("你输入的文本有误,请重新输入!"); 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}踩到了暂停,暂停一回合", PlayerName[playerNumber]); Flag[playerNumber] = true; Console.ReadKey(true); break; case 4:Console.WriteLine("玩家{0}踩到了时空隧道,前进10格", PlayerName[playerNumber]); Console.ReadKey(true); PlayerPos[playerNumber] += 10; ChangePos(); Console.ReadKey(true); break; }//switch}//elseChangePos(); //perfectConsole.Clear(); DrawMap(); }/// /// 当玩家坐标发生改变的时候调用这个方法,用于限制玩家坐标在0-99之间/// 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制作的图形界面程序
效果
文章图片
代码
using System; using System.Drawing; using System.Windows.Forms; namespace 飞行棋{ public partial class Form1 : Form {public Form1(){InitializeComponent(); }//创建一个数组装游戏地板int[] mapList = new int[390]; //创建装图片的数组PictureBox[] mappic = new PictureBox[390]; //创建路的数组int[] road = new int[100]; //创建地图 Panel map = new Panel(); int size = 30; //创建骰子PictureBox dice = new PictureBox(); //初始位置的停放区域红色的Panel plan1 = new Panel(); //初始位置的停放区域绿色的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); //显示图片的方法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); //创建对话框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 = "开始游戏"; 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){ //创建初始的弹框Tall(string.Format("请两人投掷骰子,{0}先手,点大的先走",name.Text)); playName[0] = name.Text; playName[1] = names.Text; tall.Focus(); } TextBox name = new TextBox(); TextBox names = new TextBox(); Button btn = new Button(); //创键记录的对话框RichTextBox tall = new RichTextBox(); //创建随机Random r = new Random(); // 轮流投掷骰子 0代表红方 1代表绿方bool[] playStart = new bool[2] { true, false }; //记录双方当前的位置int[] playPosition = new int[2] { -1, -1 }; int[] playStand = new int[2] { -1, -1 }; // 记录骰子的点数int[] shaizi = new int[2]; string[] playName = new string[2]; //数组存储点数int[] num = new int[2] ; //1.轮流投掷筛子决定谁先出门private void Dice_MouseClick(object sender, MouseEventArgs e){PlayDice(); PlayGame(); }private void PlayDice(){//红方投掷 红方为true 投掷完之后变为false 绿方投掷if (playStart[0]){shaizi[0] = r.Next(1,7); Tall(String.Format("{1}投掷出{0}点", shaizi[0],playName[0])); playStart[0] = !playStart[0]; }else{playStart[0] = !playStart[0]; }//绿方投掷 绿方为false 绿方投掷完之后变为true .轮到红方投掷if (playStart[1]){shaizi[1] = r.Next(1, 7); Tall(String.Format("{1}投掷出{0}点", shaizi[1],playName[1])); playStart[1] = !playStart[1]; }else{playStart[1] = !playStart[1]; }}//决定游戏谁先手private void OutDoor(){//红方为true 绿方为false的时候一回合完了 一回合完之后对应的骰子数都不为0if (playStart[0]&&!playStart[1]&&(shaizi[0]!=0||shaizi[1]!=0)){if (shaizi[0] == shaizi[1]){Tall("双方点数相同,请重新投掷"); }else{//第二回合st = false; if (shaizi[0] > shaizi[1]){Tall(String.Format("{0}点数较大,先行一步,{0}投掷",name.Text)); playStart[0] = true; playStart[1] = false; }if (shaizi[0] < shaizi[1]){Tall(String.Format("{0}点数较大,先行一步,{0}投掷", names.Text)); playStart[0] = false; playStart[1] = true; }}} } bool st = true; //控制游戏谁先走private void PlayGame(){//判断游戏刚开始时候比点数先行if (st == true){OutDoor(); //都为false的时候绿方投掷if (!playStart[0]&&playStart[1]){Tall(string.Format("请{0}投掷",names.Text)); }//都为true的时候红方投掷else if(playStart[0]&&!playStart[1]){Tall(string.Format("请{0}投掷!",name.Text)); }}else{if (playStart[0] && !playStart[1])//如果绿方大, 绿方为true{PlayReturn(1); }//红方else if (!playStart[0] && playStart[1]){PlayReturn(0); } } }/// /// 双方轮流游戏/// /// 传入参数index0为红方 1为绿方bool[] re = new bool[2] { false, false }; private void PlayReturn(int index){//都没出门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; //如果两个位置相等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("请{0}投掷骰子", playName[index])); break; default:Tall(String.Format("很遗憾,{0}投掷出{1}点无法起步,轮到{2}投掷", playName[index], shaizi[index], playName[1 - index])); break; }if (playPosition[0] != -1){plan1.Controls.Clear(); }if (playPosition[1] != -1){plan2.Controls.Clear(); }}else{//改变位置之前记录好之前的位置playStand[index] = playPosition[index]; playPosition[index] += shaizi[index]; if (playPosition[index] >= 99){MessageBox.Show(playName[index] + "获胜"); playPosition[index] = 99; //改变图片Change(index); return; }Tall(string.Format("{0}移动了{1}步", playName[index], shaizi[index])); //改变图片Change(index); //判断移动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("厉害!{0}精准的将{1}踩回原点,{0}当前的位置是{2},{1}当前的位置是{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}开始投掷", playName[1 - index])); } switch (mapList[road[playPosition[index]]]){case 1:Tall(string.Format("{0}安全到达!当前位置是{1}", playName[index], playPosition[index])); Tall(String.Format("{0}开始投掷!", playName[1-index])); break; case 2:Tall(string.Format("很不幸,{0}踩中了香蕉皮,后退6步,当前位置是{1}", playName[index], playPosition[index])); playStand[index] = playPosition[index]; playPosition[index] -= 6; Change(index); /*Tall(string.Format("{0}当前位置是{1}", playName[index], playPosition[index])); */Tall(string.Format("{0}开始投掷", playName[1 - index])); break; case 3:Tall(String.Format("恭喜!{0}踩中时空隧道,前进6步!当前位置是{1}", playName[index], playPosition[index])); playStand[index] = playPosition[index]; playPosition[index] += 6; Change(index); /*Tall(string.Format("{0}当前位置是{1}", playName[index], playPosition[index])); */Tall(string.Format("{0}开始投掷", playName[1 - index])); break; case 4:Tall(string.Format("好可惜,{0}踩中了陷阱,暂停一回合", playName[index])); re[index] = true; re[1 - index] =false; break; case 5:Tall(string.Format("真好,{0}踩中幸运星,在玩一回合!当前位置是{1}", playName[index], playPosition[index])); playStart[index] = true; playStart[1 - index] = false; Tall(string.Format("{0}继续投掷!", playName[index])); break; case 6:Tall(string.Format("真好!{0}踩中秘籍,请选择措施!当前位置是{1}", playName[index], playPosition[index])); DialogResult result = MessageBox.Show("是否与对方更换位置!", "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}当前位置是{1},{2}的位置是{3}", playName[index], playPosition[index], playName[1 - index], playPosition[1 - index])); Tall(string.Format("{0}开始投掷。", playName[1 - index])); break; case 7:Tall(string.Format("幸运!{0}获得手枪,可选择击退对方3步!当前位置是{1}", playName[index], playPosition[index])); DialogResult res = MessageBox.Show("是否选择击退对方三步!", "手枪!", 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}被击退对方3步!当前位置是{1}", playName[1 - index], playPosition[1 - index])); */Tall(string.Format("{0}开始投掷。", 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){//如果移动完之后再同一个位置if (playPosition[1] == playPosition[0]){mappic[road[playPosition[index]]].Image = imageList1.Images[2]; }else{//移动完成之后显示对应玩家的图片mappic[road[playPosition[index]]].Image = imageList1.Images[index]; }//原本位置图片的显示,如果两人在同一个位置站着,并且都在路上自己离开之后,留下对方的图片在原地在起点的时候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 //如果两人不再同一位置判断之前的脚下是什么{switch (mapList[road[playStand[index]]]){//整个地图的图片case 0:mappic[road[playStand[index]]].Image = Image.FromFile("../../img/water.gif"); break; //游戏区域的路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"); } //创建一个显示所有图片的方法void Init(){//先调用地图的CreateMap(); //在调用道具的 先有地图再有道具CreateGear(); for (int i = 0; i < mapList.Length; i++){//创建图片每循环一次创建一个PictureBox pic = new PictureBox(); //图片的大小等于30pic.Size = new Size(size, size); //判断mapList索引对应的东西switch (mapList[i]){//整个地图的图片case 0:pic.Image = Image.FromFile("../../img/water.gif"); break; //游戏区域的路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; }//拉伸图片pic.SizeMode = PictureBoxSizeMode.StretchImage; mappic[i] = pic; //算出图片的坐标pic.Left = i % 30 * size; pic.Top = i / 30 * size; map.Controls.Add(pic); }}//给整个地图添加图片void CreateMap(){//调用铺路的方法CreateRoad(); for (int i = 0; i < road.Length; i++){mapList[road[i]] = 1; }//起始图片的索引位置mapList[0] = 10; //结束图片对应的索引位置mapList[mapList.Length - 1] = 11; } //算出路怎么铺void CreateRoad(){//111111//1//111111//1//111111//第一行铺的路30个for (int i = 0; i < 30; i++){road[i] = i; }//第2个列的路for (int i = 30; i <= 35; i++){road[i] = road[i - 1] + 30; }//第三个路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; }//第五行的数for (int i =71; i <100; i++){road[i] = road[i - 1] + 1; }} //定义道具的数组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 }; //定义一个道具放置位置的方法void CreateGear(){for (int i = 0; i < back.Length; i++){//将地图对应的路然后将索引换成对应的道具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
以上就是c# 编写的简单飞行棋游戏的详细内容,更多关于c# 飞行棋游戏的资料请关注脚本之家其它相关文章!
推荐阅读
- 标签、语法规范、内联框架、超链接、CSS的编写位置、CSS语法、开发工具、块和内联、常用选择器、后代元素选择器、伪类、伪元素。
- 科学养胃,别被忽悠,其实真的很简单
- opencv|opencv C++模板匹配的简单实现
- 二十年后的家乡
- 松软可口易消化,无需烤箱超简单,新手麻麻也能轻松成功~
- 请叫我冉责编
- python青少年编程比赛_第十一届蓝桥杯大赛青少年创意编程组比赛细则
- 戏文的女生绝不认输
- 简单心理2019春A期+32+张荣
- 《算法》-图[有向图]