这个简单的飞行棋游戏主要是讲的方法怎么应用,充分的去理解方法和方法的调用。整体收获还是很大的。感兴趣的朋友可以参考下
项目效果
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;
}
}//while
Console.ReadKey();
}
/// <summary>
/// 画游戏头
/// </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("****飞行棋项目****");
Console.ForegroundColor = ConsoleColor.White;
Console.WriteLine("******************");
Console.ForegroundColor = ConsoleColor.Gray;
Console.WriteLine("******************");
Console.ForegroundColor = ConsoleColor.DarkMagenta;
Console.WriteLine("******************");
}
/// <summary>
/// 将不同的值赋予不同的特殊符号,方便画出地图
/// </summary>
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;
}
}
/// <summary>
/// 画地图
/// </summary>
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
/// <summary>
/// 从画地图的方法中抽象出来的一种方法
/// </summary>
/// <param name="i">传参进来的一个变量</param>
/// <returns></returns>
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
}//if
return str;
}
#endregion
/// <summary>
/// 玩游戏
/// </summary>
/// <param name="playerNumber">传递进来的一个参数来判定是谁在玩游戏</param>
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
}//else
ChangePos();//perfect
Console.Clear();
DrawMap();
}
/// <summary>
/// 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
/// </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制作的图形界面程序
效果
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0
if (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);
}
}
}
/// <summary>
/// 双方轮流游戏
/// </summary>
/// 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30
pic.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 <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;
}
}
}
}
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