C#實現(xiàn)飛行棋(Winform)
更新時間:2020年02月06日 09:03:24 作者:擱°淺
這篇文章主要為大家詳細介紹了基于Winform框架的飛行棋,文中示例代碼介紹的非常詳細,具有一定的參考價值,感興趣的小伙伴們可以參考一下
本文實例為大家分享了C#實現(xiàn)飛行棋的具體代碼,供大家參考,具體內(nèi)容如下

基于Winform框架寫的
不足之處請大佬指教
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("請兩人投擲骰子,{0}先手,點大的先走",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)鍵記錄的對話框
RichTextBox tall = new RichTextBox();
//創(chuàng)建隨機
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 };
// 記錄骰子的點數(shù)
int[] shaizi = new int[2];
string[] playName = new string[2];
//數(shù)組存儲點數(shù)
int[] num = new int[2] ;
//1.輪流投擲篩子決定誰先出門
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", 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", shaizi[1],playName[1]));
playStart[1] = !playStart[1];
}
else
{
playStart[1] = !playStart[1];
}
}
//決定游戲誰先手
private void OutDoor()
{
//紅方為true 綠方為false的時候一回合完了 一回合完之后對應(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("雙方點數(shù)相同,請重新投擲");
}
else
{
//第二回合
st = false;
if (shaizi[0] > shaizi[1])
{
Tall(String.Format("{0}點數(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;
//控制游戲誰先走
private void PlayGame()
{
//判斷游戲剛開始時候比點數(shù)先行
if (st == true)
{
OutDoor();
//都為false的時候綠方投擲
if (!playStart[0]&&playStart[1])
{
Tall(string.Format("請{0}投擲",names.Text));
}//都為true的時候紅方投擲
else if(playStart[0]&&!playStart[1])
{
Tall(string.Format("請{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)
{
//都沒出門
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{0}投擲骰子", playName[index]));
break;
default:
Tall(String.Format("很遺憾,{0}投擲出{1}點無法起步,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}移動了{1}步", playName[index], shaizi[index]));
//改變圖片
Change(index);
//判斷移動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,{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}開始投擲", playName[1 - index]));
}
switch (mapList[road[playPosition[index]]])
{
case 1:
Tall(string.Format("{0}安全到達!當(dāng)前位置是{1}", playName[index], playPosition[index]));
Tall(String.Format("{0}開始投擲!", 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}開始投擲", playName[1 - index]));
break;
case 3:
Tall(String.Format("恭喜!{0}踩中時空隧道,前進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,請選擇措施!當(dāng)前位置是{1}", playName[index], playPosition[index]));
DialogResult result = MessageBox.Show("是否與對方更換位置!", "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}開始投擲。", playName[1 - index]));
break;
case 7:
Tall(string.Format("幸運!{0}獲得手槍,可選擇擊退對方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}被擊退對方3步!當(dāng)前位置是{1}", playName[1 - index], playPosition[1 - index]));*/
Tall(string.Format("{0}開始投擲。", 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)
{
//如果移動完之后再同一個位置
if (playPosition[1] == playPosition[0])
{
mappic[road[playPosition[index]]].Image = imageList1.Images[2];
}
else
{//移動完成之后顯示對應(yīng)玩家的圖片
mappic[road[playPosition[index]]].Image = imageList1.Images[index];
}
//原本位置圖片的顯示,如果兩人在同一個位置站著,并且都在路上自己離開之后,留下對方的圖片在原地在起點的時候
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
PictureBox pic = new PictureBox();
//圖片的大小等于30
pic.Size = new Size(size, size);
//判斷mapList索引對應(yīng)的東西
switch (mapList[i])
{
//整個地圖的圖片
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
for (int i = 0; i < 30; i++)
{
road[i] = i;
}
//第2個列的路
for (int i = 30; i <= 35; i++)
{
road[i] = road[i - 1] + 30;
}
//第三個路
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 };
//定義一個道具放置位置的方法
void CreateGear()
{
for (int i = 0; i < back.Length; i++)
{
//將地圖對應(yīng)的路然后將索引換成對應(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;
}
}
}
}
以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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