• 第10天c#实现飞行棋


    代码

    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.Threading.Tasks;
    using System.Threading;
    
    namespace week2
    {
        class Program
        {
            /// <summary>
            /// 坐标轴
            /// </summary>
            struct Pos
            {
                public int X;       //x轴坐标
                public int Y;       //y轴坐标
            }
            /// <summary>
            /// 事件类型
            /// </summary>
            enum MapType
            {
                none_,                          //无事件
                mine_,                          //地雷          退6格
                spatio_,                        //时空隧道      进10格
                debar_,                         //暂停1回合     
                swap_                           //幸运转盘      p1和pc交换位置
            }
            /// <summary>
            /// 地图元素
            /// </summary>
            struct Map
            {
                public Pos pos;                 //方格所在位置的坐标
                public string icon;             //绘制方格的图标   方块□ 地雷● 时空隧道卍 暂停▲ 幸运转盘◎
                public MapType mapType;         //事件类型
            }
            /// <summary>
            /// 玩家
            /// </summary>
            /// <param name="args"></param>
            struct Player
            {
                public Pos pos;                 //玩家坐标
                public string icon;             //玩家的图标  ★
                public int index;               //玩家所在的地图元素的位置
                public bool isDebar;            //玩家是否暂停    true表示暂停  false表示否
                public int id;                  //玩家编号      
            }
            /// <summary>
            /// 围墙
            /// </summary>
            struct Wall
            {
                public Pos pos;                 //围墙坐标
                public string icon;             //围墙图标      #
            }
            /// <summary>
            /// 创建围墙
            /// </summary>
            /// <param name="walls"></param>
            static void CreatWall(Wall[,] walls)
            {
                Console.ForegroundColor = ConsoleColor.Green;                   //给围墙设置绿色
                for (int i = 0; i < walls.GetLength(0); i++)
                {
                    for (int j = 0; j < walls.GetLength(1); j++)
                    {
                        if (i == 0||i==walls.GetLength(0)-1)                    //第0行和最后1行设置围墙
                        {
                            Console.Write("#");
                        }
                        else if(j==0||j==walls.GetLength(1)-1 || j==walls.GetLength(1)-30)          //第0列、最后1列、47列设置围墙
                        {
                            Console.Write("#");
                        }
                        else if(i==walls.GetLength(0)/2-1 && j>walls.GetLength(1)-30)               //右侧中间隔开
                        {
                            Console.Write("#");
                        }
                        else
                        {
                            Console.Write(" ");
                        }
                    }
                    Console.WriteLine();
                }
                Console.ForegroundColor = ConsoleColor.DarkRed;
                Console.WriteLine("图案说明:无事件□ 地雷● 时空隧道卍 暂停▲ 幸运转盘◎");
                Console.ForegroundColor = ConsoleColor.Gray;                    //创建好围墙后颜色设为默认
            }
    
            /// <summary>
            /// 创建地图元素
            /// </summary>
            /// <param name="maps"></param>
            static void CreatMap(Map[] maps)
            {
                Pos startPos;                                               //设置起点坐标
                startPos.X = 2;                                             //起点x周为2
                startPos.Y = 2;                                             //起点y轴为2
                maps[0].pos = startPos;                                     //起点坐标赋值给地图第一个元素坐标
                for (int i = 1; i < 19; i++)                                //创建第一条路元素 x轴
                {
                    maps[i].pos.X = maps[i - 1].pos.X + 1;                  
                    maps[i].pos.Y = maps[i - 1].pos.Y;
                    maps[i].icon = "";
                    maps[i].mapType = MapType.none_;
                }
                for (int i = 19; i < 19*2; i++)                             //创建第二条路,y轴
                {
                    maps[i].pos.X = maps[i - 1].pos.X;
                    maps[i].pos.Y = maps[i - 1].pos.Y+1;
                    maps[i].icon = "";
                    maps[i].mapType = MapType.none_;
                }
                for (int i = 19*2; i < 19*3-1; i++)                        //创建第3条路,x轴反方向
                {
                    maps[i].pos.X = maps[i - 1].pos.X-1;
                    maps[i].pos.Y = maps[i - 1].pos.Y;
                    maps[i].icon = "";
                    maps[i].mapType = MapType.none_;
                }
                for (int i = 19*3-1; i < maps.Length; i++)                 //创建第4条路,y轴反方向
                {
                    maps[i].pos.X = maps[i - 1].pos.X;
                    maps[i].pos.Y = maps[i - 1].pos.Y-1;
                    maps[i].icon = "";
                    maps[i].mapType = MapType.none_;
                }
    
                
            }
    
            /// <summary>
            /// 绘制地图
            /// </summary>
            /// <param name="args"></param>
            static void DropMap(Map[] maps)
            {
                
                for (int i = 0; i < maps.Length; i++)
                {
                    maps[i].icon = GetIcon(maps[i]);                                    //获取地图元素的图标
                    Console.SetCursorPosition(maps[i].pos.X * 2, maps[i].pos.Y);        //设置光标位置
                    Console.Write(maps[i].icon);                                        //绘制地图元素
                }
                Console.SetCursorPosition(40, 23);                                      //光标位置移至下方
            }
    
            /// <summary>
            /// 获取图形
            /// </summary>
            /// <param name="map"></param>
            static string GetIcon(Map map)
            {
                switch (map.mapType)                            //根据地图元素的类型,返回不同的元素图标
                {
                    case MapType.none_:
                        map.icon = "";
                        break;
                    case MapType.mine_:
                        map.icon = "";
                        break;
                    case MapType.spatio_:
                        map.icon = "";
                        break;
                    case MapType.debar_:
                        map.icon = "";
                        break;
                    case MapType.swap_:
                        map.icon = "";
                        break;
                    default:
                        break;
                }
                return map.icon;
            }
            /// <summary>
            /// 设置随机事件
            /// </summary>
            /// <param name="args"></param>
            static void MapEvent(Map[] maps, Random r)
            {
                //设置地图元素类型
                for (int i = 0; i < maps.Length; i++)
                {
                    int rn = r.Next(0, 101);            
                    if (rn > 90)                        
                    {
                        maps[i].mapType = MapType.mine_;            //地雷概率10%
                    }
                    else if (rn > 85)
                    {
                        maps[i].mapType = MapType.spatio_;          //时空隧道 5%
                    }
                    else if (rn > 80)
                    {
                        maps[i].mapType = MapType.swap_;            //幸运转盘5%
                    }
                    else if (rn > 70)
                    {
                        maps[i].mapType = MapType.debar_;           //暂停10%
                    }
                    else
                    {
                        maps[i].mapType = MapType.none_;
                    }
                }
               
    
            }
    
            /// <summary>
            /// 创建角色
            /// </summary>
            /// <param name="players"></param>
            /// <param name="map"></param>
            static void CreatPlayer(Player[] players, Map[] map)
            {
                for (int i = 0; i < players.Length; i++)
                {
                    players[i].pos = map[0].pos;            //定义玩家起始位置坐标为地图元素第0个坐标
                    players[i].id = i+1;                    //定义玩家编号
                    players[i].icon = "";                 //玩家图标
                    players[i].isDebar = false;             //是否暂停 false为否 true为暂停
                    players[i].index = 0;                   //玩家当前所在位置
                }
            }
            /// <summary>
            /// 绘制角色
            /// </summary>
            /// <param name="args"></param>
            static void DropPlayer(Player[] players, Map[] maps)
            {
                for (int i = 0; i < players.Length; i++)
                {
                    Console.SetCursorPosition(maps[players[i].index].pos.X * 2, maps[players[i].index].pos.Y);
                    switch(players[i].id)
                    {
                        case 1:
                            Console.ForegroundColor = ConsoleColor.Yellow;                      //第一个玩家颜色
                            Console.Write(players[i].icon);                                     //绘制玩家图标
                            Console.ForegroundColor = ConsoleColor.Gray;                        //清除颜色
                            break;
                        case 2:
                            Console.ForegroundColor = ConsoleColor.Red;                         //第2个玩家颜色
                            Console.Write(players[i].icon);                                     //绘制第2个玩家图标
                            Console.ForegroundColor = ConsoleColor.Gray;                        //清除颜色
                            break;
                    }
                  
                }
                Console.SetCursorPosition(40, 22);
            }
            /// <summary>
            /// 角色移动
            /// </summary>
            /// <param name="args"></param>
            static void MovePlayer(Map[] maps , ref Player player,int num)
            {
                
                player.index += num;                            //玩家索引位置往前移动几个位置
    
                //判断界限
                if(player.index>=maps.Length-1)                 
                {
                    player.index = maps.Length - 1;             //当玩家所以位置超过地图元素的最后一个位置,则定义玩家索引位置为元素的末尾
                }
                else if(player.index<=0)
                {
                    player.index = 0;                           //当玩家所以位置小于地图元素的第一个位置,则定义玩家索引位置为地图元素的起始
                }
                else
                {
                    player.index = player.index;                
                }
                
    
            }
            /// <summary>
            /// 交换位置
            /// </summary>
            /// <param name="maps"></param>
            /// <param name="players"></param>
            /// <param name="player"></param>
            static void SwapPos(Map[] maps, Player[] players, ref Player player)
            {
                for (int i = 0; i < players.Length; i++)
                {
                    if (player.id == players[i].id)                                                 
                    {
                        #region 交换位置提示信息
                        Console.SetCursorPosition(50, 5);                                               //提示信息
                        Console.WriteLine("{0}踩中了幸运轮盘,", player.id);
                        int swapId = i == 0 ? players[i + 1].id : players[i - 1].id;                    //判断玩家id
                        Console.SetCursorPosition(50, 5);
                        Console.WriteLine("和玩家{0}交换了位置", swapId);
                        #endregion
    
                        int tmp = player.index;                                                        //定义暂存变量接收当前玩家的索引
                        player.index = i == 0 ? players[i + 1].index : players[i - 1].index;           //判断当前玩家是不是玩家数组的第一个便利出来的,
                                                                                                       
                        if (i == 0)                                                                     //如果是,则跟后一个玩家交换,如果不是,则跟前一个玩家交换
                        {   
                            players[i + 1].index = tmp;
                        }
                        else
                        {
                            players[i - 1].index = tmp;
                        }                                           
                    }
                }
                DropMap(maps);                                                                         //重置地图
                DropPlayer(players, maps);                                                             //重置玩家
                Console.WriteLine("a");                                                               //提示交换音
    
            }
    
            static void MoveDrop(Map[] maps, Player[] players, ref Player player, int num)
            {
    
                
                if (num >= 0)   
                {
    
                    if (player.isDebar == false)
                    {
                        num = player.index + num - maps.Length + 1 >= 0 ? maps.Length -1-player.index : num;            //判断最后一步,如果骰子点数大于所剩格子,则有几个格子走几步
                        for (int j = 0; j < num; j++)
                        {
                            //TODO:玩家移动
                            MovePlayer(maps, ref player, 1);                                                            //实现玩家一步一步前进或倒退的效果
                            DropMap(maps);
                            DropPlayer(players, maps);
                            Console.WriteLine("a");
                            Thread.Sleep(300);
                        }
                    }
                }
                else
                {
                    num = player.index+num <= 0 ? player.index : -num;                                             //判断玩家所在位置距离起点是否大于所需要退的格子数,如果不足,则退回起点
                    //num = -num;
                    for (int j = 0; j < num; j++)
                    {
                        //TODO:玩家移动
                        MovePlayer(maps, ref player, -1);                                                           //实现玩家一步一步前进或倒退的效果
                        DropMap(maps);
                        DropPlayer(players, maps);
                        Console.WriteLine("a");
                        Thread.Sleep(300);
                    }
                }
               
                
            }
    
            /// <summary>
            /// 判断是否胜出
            /// </summary>
            /// <param name="args"></param>
            static bool IsWin(ref Player player, Map[] maps)
            {
                if(player.index==maps.Length-1)                             //判断玩家是否到达终点
                {
                    Console.SetCursorPosition(50,5);
                    Console.WriteLine("玩家{0}获得了胜利",player.id);
                    return true;                                            //如果是则返回true
                }
                else
                {
                    return false;                                           //如果不是则返回false
                }
            }
    
            /// <summary>
            /// 突发事件
            /// </summary>
            /// <param name="args"></param>
            static void GameEvent(Player[] players, ref Player player, Map[] maps,ref bool isGameOver)
            {
               
                Map map = maps[player.index];                                               //接收玩家所在的地图元素
                switch (map.mapType)
                {
                    case MapType.none_:                                                     //无事件发生
                        break;
                    case MapType.mine_:                                                     //踩中地雷
                        Clear();                                                            //清除突发状况前的游戏情况
                        #region 踩中地雷提示
    
                        Console.SetCursorPosition(50, 5);
                        Console.WriteLine("玩家{0}踩到了地雷,",player.id);
                        Console.SetCursorPosition(50, 6);
                        Console.WriteLine("后退了6格");
                        #endregion
                        MoveDrop(maps,players, ref player, -6);                             //调用方法后退6格
                        isGameOver = IsWin(ref player, maps);                               //判断该玩家是否胜出
                        if (isGameOver == true)
                        {
                            Clear();                                                        //清屏,退出
                            break;
                        }
                        GameEvent(players, ref player, maps,ref isGameOver);                //判断是否再次有突发事件
                        break;
                    case MapType.spatio_:                                                   //踩中时空隧道
                        Clear();                                                            //清除突发状况前的游戏情况
    
                        #region 时空隧道提示信息
    
                        Console.SetCursorPosition(50, 5);
                        Console.WriteLine("玩家{0}踩到了时光隧道,", player.id);
                        Console.SetCursorPosition(50, 6);
                        Console.WriteLine("前进了10格");
                        #endregion
    
                        MoveDrop(maps, players, ref player, 10);                            //调用方法前进10格
                        isGameOver = IsWin(ref player, maps);                               //判断该玩家是否胜出
                        if (isGameOver == true)                                             //如果胜出,清屏退出
                        {
                            Clear();
                            break;
                        }
                        GameEvent(players, ref player, maps,ref isGameOver);                //如果没胜出,判断是否再次有突发事件
                        break;
                    case MapType.debar_:                                                    //暂停事件
                        Clear();                                                            //清除突发状况前的游戏情况
    
                        if (player.isDebar==false)                                           //判断是否是暂停状态,如果不是,则状态转为暂停
                        {
                            #region MyRegion
    
                            Console.SetCursorPosition(50, 5);
                            Console.WriteLine("玩家{0}踩到了暂停,", player.id);
                            Console.SetCursorPosition(50, 6);
                            Console.WriteLine("暂停1回合");
                            #endregion
                            player.isDebar = true;
                        }
                        else                                                               //如果不是,则清除暂停状态
                        {
                            #region 暂停结束提示
    
                            Console.SetCursorPosition(50, 5);
                            Console.WriteLine("玩家{0}解除了暂停", player.id);
                            Console.SetCursorPosition(50, 6);
                            Console.WriteLine("{0,27}"," ");
                            #endregion
                            player.isDebar = false;                                         //状态改为非暂停
                        }
                        break;
                    case MapType.swap_:
                        Clear();                                                            //清除突发状况前的游戏情况
                        SwapPos(maps, players, ref player);
                        //GameEvent(players, ref player, maps);
                        break;
                    default:
                        break;
    
                }
                
    
            }
    
            /// <summary>
            /// 清理上一回合信息
            /// </summary>
            /// <param name="args"></param>
            static void Clear()
            {
                Console.SetCursorPosition(50, 2);
                Console.WriteLine("{0,27}", " ");
                Console.SetCursorPosition(50, 5);
                Console.WriteLine("{0,27}", " ");
                Console.SetCursorPosition(50, 6);
                Console.WriteLine("{0,27}", " ");
            }
    
            /// <summary>
            /// 创建骰子
            /// </summary>
            /// <param name="args"></param>
            static string[,] CreatDice(int num)
            {
                string[,] one = {
                                    {"    ", "    ", "    " ,"    ","    "},
                                    {"    ", "    ", "    " ,"    ","    "},
                                    {"    ", "    ", "    " ,"    ","    "},
                                    {"    ", "    ", "■■" ,"    ","    "},
                                    {"    ", "    ", "■■" ,"    ","    "},
                                    {"    ", "    ", "    " ,"    ","    "},
                                    {"    ", "    ", "    " ,"    ","    "},
                                    {"    ", "    ", "    " ,"    ","    "},
                                };
                string[,] two = {
                                    {"    ", "    ", "    " ,"    ","    "},
                                    {"    ", "    ", "    " ,"    ","    "},
                                    {"    ", "    ", "    " ,"    ","    "},
                                    {"    ", "■■", "    " ,"■■","    "},
                                    {"    ", "■■", "    " ,"■■","    "},
                                    {"    ", "    ", "    " ,"    ","    "},
                                    {"    ", "    ", "    " ,"    ","    "},
                                    {"    ", "    ", "    " ,"    ","    "},
                                };
                string[,] three = {
                                 
                                    {"■■", "    ", "    " ,"    ","    "},
                                    {"■■", "    ", "    " ,"    ","    "},
                                    {"    ", "    ", "    " ,"    ","    "},
                                    {"    ", "    ", "■■" ,"    ","    "},
                                    {"    ", "    ", "■■" ,"    ","    "},
                                    {"    ", "    ", "    " ,"    ","    "},
                                    {"    ", "    ", "    " ,"    ","■■"},
                                    {"    ", "    ", "    " ,"    ","■■"},
    
                                };
                string[,] four = {
    
                                    {"    ", "    ", "    " ,"    ","    "},
                                    {"    ", "    ", "    " ,"    ","    "},
                                    {"    ", "■■", "    " ,"■■","    "},
                                    {"    ", "■■", "    " ,"■■","    "},
                                    {"    ", "    ", "    " ,"    ","    "},
                                    {"    ", "■■", "    " ,"■■","    "},
                                    {"    ", "■■", "    " ,"■■","    "},
                                    {"    ", "    ", "    " ,"    ","    "},
                                };
                string[,] five = {
              
                                    {"■■", "    ", "    " ,"    ","■■"},
                                    {"■■", "    ", "    " ,"    ","■■"},
                                    {"    ", "    ", "    " ,"    ","    "},
                                    {"    ", "    ", "■■" ,"    ","    "},
                                    {"    ", "    ", "■■" ,"    ","    "},
                                    {"    ", "    ", "    " ,"    ","    "},
                                    {"■■", "    ", "    " ,"    ","■■"},
                                    {"■■", "    ", "    " ,"    ","■■"},
                                };
                string[,] six = {
                                    //{"■■", "    ", "■■" },
                                    //{"■■", "    ", "■■" },
                                    //{"    ", "    ", "    " },
                                    //{"■■", "    ", "■■" },
                                    //{"■■", "    ", "■■" },
                                    //{"    ", "    ", "    " },
                                    //{"■■", "    ", "■■" },
                                    //{"■■", "    ", "■■" },
                                    {"    ", "■■", "    " ,"■■","    "},
                                    {"    ", "■■", "    " ,"■■","    "},
                                    {"    ", "    ", "    " ,"    ","    "},
                                    {"    ", "■■", "    " ,"■■","    "},
                                    {"    ", "■■", "    " ,"■■","    "},
                                    {"    ", "    ", "    " ,"    ","    "},
                                    {"    ", "■■", "    " ,"■■","    "},
                                    {"    ", "■■", "    " ,"■■","    "},
                                };
                switch (num)
                {
                    case 1:
                        return one;
                        break;
                    case 2:
                        return two;
                        break;
                    case 3:
                        return three;
                        break;
                    case 4:
                        return four;
                        break;
                    case 5:
                        return five;
                        break;
                    default:
                        return six;
                        break;
                }
    
                
            }
    
            /// <summary>
            /// 绘制骰子
            /// </summary>
            /// <param name="args"></param>
            static void DropDice(string[,] dice_, int num)
            {
                if (num == 1 || num == 4)
                {
                    Console.ForegroundColor = ConsoleColor.Red;                     //如果是1点和4点,骰子是红色
                   
                }
                else
                {
                    Console.ForegroundColor = ConsoleColor.Blue;                    //如果不是1和4点,则都是蓝色
                }
                for (int j = 0; j < dice_.GetLength(0); j++)
                {
                    Console.SetCursorPosition(53, 13 + j);
                    for (int k = 0; k < dice_.GetLength(1); k++)                    //遍历二维数组,绘制骰子
                    {
                        Console.Write(dice_[j, k]);
                    }
                    Console.WriteLine();
                }
                Console.ForegroundColor = ConsoleColor.Gray;
    
            }
    
            /// <summary>
            /// 开机画面
            /// </summary>
            /// <param name="args"></param>
            static void StartGame()
            {
                Console.SetCursorPosition(10, 3);
                Console.ForegroundColor = ConsoleColor.DarkYellow;
                Console.WriteLine("                                iv         r:          :X    :QBq");
                Console.WriteLine("     isdMBBBZr                .BBBB   :SBBBB.         DBB    BBD .rXQBr");
                Console.WriteLine("    BBBBBQBBBBJ              MBQQsi XBBBg25.           BR   gBQJMBQBBJ");
                Console.WriteLine("   LBP:      BB  Q         7BBv             :J         iv7qvBS:.  .J");
                Console.WriteLine("             IBrBBQ        B5  :BM    i5BBBBBQ     7BBBBBQBi7.BBiiBQBQ:");
                Console.WriteLine("             BBs.             BBBB.PBBQBBBuJ5      KD:BZ .  iRBBBdXBgP");
                Console.WriteLine("             Bg5YiLi        5BBB   2:    B:           BBRX    Bsr7.B");
                Console.WriteLine("            :B  BBB.       BB 7B        .BQ          BB..BB   B:.:UB");
                Console.WriteLine("            SQ7            :  bB.       LBB         gBY  BB   BUiIBB.vr");
                Console.WriteLine("            iBBP:   .7        QB2       BBB        .QB  .Bv YuBBgQBBBB.");
                Console.WriteLine("             SBBBBBBBQ        BQB      QBBB        QBB rBQ  iMR   :QL ");
                Console.WriteLine("               r1dRBB         gBBI      :BE       YBI: BBg .BB     .BB ");
                Console.WriteLine("                                                             :");
    
                Console.SetCursorPosition(32, 21);
                Console.ForegroundColor = ConsoleColor.Gray;
                Console.WriteLine("请按任意键开始");
    
                Console.SetCursorPosition(32, 25);
    
            }
            static void Main(string[] args)
            {
                //TODO:定义开机画面
                StartGame();
    
                //1:定义坐标结构体:x轴 y轴
    
                //2:定义事件的枚举类型:方块none_ 地雷mine_ 时空隧道spatio_ 暂停debar_ 幸运转盘swap_
    
                //3:定义地图方格结构体:坐标,图标,事件类型   方块□ 地雷● 时空隧道卍 暂停▲ 幸运转盘◎
    
                //4:定义玩家结构体:坐标,图标,所在位置,是否暂停,编号id
    
                //5:定义围墙结构体:坐标,图标
    
    
                Console.ReadKey(true);
                Console.Clear();
                //6:制作围墙
                Wall[,] walls = new Wall[24,78];
                CreatWall(walls);                                           //创建围墙
    
                //7:制作地图  先全部实现无特殊事件 一维数组存储地图
                Map[] maps = new Map[74];
                CreatMap(maps);                                             //调用方法绘制围墙
    
                //8:遍历地图,给地图添加随机事件
                Random r = new Random();
                MapEvent(maps, r);
    
    
                //9:绘制地图
                DropMap(maps);                                              //调用方法绘制地图
    
                //10:绘制玩家
                Player[] players = new Player[2];                           //创建玩家数组
                CreatPlayer(players,maps);                                  //调用方法创建角色
                DropPlayer(players, maps);                                  //调用方法绘制角色
    
                bool isGameOver = false;
    
                //11:开始游戏 右侧上显示玩家事件,右下显示掷骰子点数
                while (true)            
                {
                    //遍历每个玩家流程
                    for (int i = 0; i < players.Length; i++)
                    {
                        Console.SetCursorPosition(50, 1);
                        Console.WriteLine("玩家{0}请投掷", players[i].id);               //提示哪个玩家开始投掷
                       
                        if (players[i].isDebar==true)
                        {
                            Console.SetCursorPosition(50, 5);
                            Console.WriteLine("玩家{0}无法行动", players[i].id);               //提示哪个玩家开始投掷
                            GameEvent(players, ref players[i], maps,ref isGameOver);
                            players[i].isDebar = false;
                            continue;
                        }
                        Console.ReadKey(true);                                          //按任意键投掷
                        Clear();                                                        //清理上回合信息
                        int num = r.Next(1, 7);                                         //骰子随机数
                        
                        string[,] dice_ = CreatDice(num);                               //创建骰子
                        DropDice(dice_, num);                                                //绘制骰子
                        
                        
                        Console.SetCursorPosition(50, 2);                       
                        Console.WriteLine("玩家{0}投出了{1}点", players[i].id, num);     //提示玩家投出几点
                        MoveDrop(maps, players, ref players[i], num);
    
                        //12:判断是否有玩家胜出
    
                        isGameOver = IsWin(ref players[i], maps);                         //判断该玩家到终点
                        if (isGameOver==true)
                        {
                            Console.SetCursorPosition(50, 1);
                            Console.WriteLine("玩家{0}获得胜利",players[i].id);
                            Clear();
                            break;                                                        //退出for循环
                        }
                        //13:实现突发事件逻辑
                        GameEvent(players, ref players[i], maps, ref isGameOver);                                 //突发事件
                        if (isGameOver == true)                                                                   //再次判断是否玩家胜出
                        {
                            Console.SetCursorPosition(50, 1);
                            Console.WriteLine("玩家{0}获得胜利", players[i].id);
                            Clear();
                            break;                                                                                //退出for循环
                        }
                        //踩中玩家后退6格事件
                        if (i==0)                                                                                  //判断当前玩家是1还是2号 
                        {
                            if (players[i].index == players[i + 1].index && players[i+1].index!=0)                  //判断玩家所在索引是否跟另一个玩家相同,而且不在起点
                            {
                                #region 互踩提示信息
    
                                Console.SetCursorPosition(50, 5);
                                Console.WriteLine("玩家{0}踩到了玩家{1},", players[i].id, players[i + 1].id);
                                Console.SetCursorPosition(50, 6);
                                Console.WriteLine("玩家{0}倒退了6格", players[i + 1].id);
                                #endregion
    
                                MoveDrop(maps, players, ref players[i+1], -6);                                      //被踩玩家后退6格
                                GameEvent(players, ref players[i+1], maps,ref isGameOver);                          //判断后退后的突发事件
    
                            }
                        }
                        else
                        {
                            if (players[i].index == players[i - 1].index && players[i - 1].index != 0)              //2号玩家流程
                            {
                                #region 互踩提示信息
    
                                Console.SetCursorPosition(50, 5);   
                                Console.WriteLine("玩家{0}踩到了玩家{1},", players[i].id, players[i - 1].id);
                                Console.SetCursorPosition(50, 6);
                                Console.WriteLine("玩家{0}倒退了6格", players[i - 1].id);
                                #endregion
    
                                MoveDrop(maps, players, ref players[i - 1], -6);
                                GameEvent(players, ref players[i-1], maps,ref isGameOver);
    
                            }
                        }
    
                      
                    }
    
                    //结束游戏
                    if (isGameOver == true)
                    {
                        break;
                    }
    
                }
    
                Console.ReadKey();
            }
        }
    }

    结果:

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  • 原文地址:https://www.cnblogs.com/yifengs/p/14057357.html
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