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如何用C#实现飞行棋

发表于:2024-11-19 作者:千家信息网编辑
千家信息网最后更新 2024年11月19日,这篇文章给大家介绍如何用C#实现飞行棋,内容非常详细,感兴趣的小伙伴们可以参考借鉴,希望对大家能有所帮助。基于Winform框架写的不足之处请大佬指教using System;using System
千家信息网最后更新 2024年11月19日如何用C#实现飞行棋

这篇文章给大家介绍如何用C#实现飞行棋,内容非常详细,感兴趣的小伙伴们可以参考借鉴,希望对大家能有所帮助。

基于Winform框架写的不足之处请大佬指教

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); } } } ///

/// 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

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