控制台基础设置
//隐藏光标
Console.CursorVisible = false;
//通过两个变量来存储舞台的大小
int w = 50;
int h = 30;
//设置舞台(控制台)的大小
Console.SetWindowSize(w, h);
Console.SetBufferSize(w, h);
多个场景
int nowSceneID = 1;
while (true)
{
//不同的场景ID,进行不同的逻辑处理
switch (nowSceneID)
{
//开始场景
case 1:
Console.Clear();
Console.WriteLine("开始场景");
break;
//游戏场景
case 2:
Console.Clear();
Console.WriteLine("游戏场景");
break;
//结束场景
case 3:
Console.Clear();
Console.WriteLine("结束场景");
break;
}
}
开始场景逻辑实现
Console.SetCursorPosition(w / 2 - 7, 4);
Console.Write("勇者斗恶龙");
//当前选项的编号
int nowSelIndex = 0;
//因为要输入,完没可以构造一个开始界面自己的死循环
//专门用来处理开始场景相关逻辑
while (true)
{
//用一个标识来处理想要在while循环内部的switch逻辑执行时希望退出外层循环时改变标识即可。
bool isQuitWhite = false;
//显示内容
//先设置光标位置,再显示内容
//根据当前选择的编号来决定是否变色。
Console.SetCursorPosition(w / 2 - 6, 7);
Console.ForegroundColor = nowSelIndex == 0 ? ConsoleColor.Red : ConsoleColor.White;
Console.Write("开始游戏");
Console.SetCursorPosition(w / 2 - 6, 9);
Console.ForegroundColor = nowSelIndex == 1 ? ConsoleColor.Red : ConsoleColor.White;
Console.Write("退出游戏");
//检测输入
//检测玩家输入的一个键内容,并且不会在控制台上显示输入的内容
char input=Console.ReadKey(true).KeyChar;
switch (input)
{
case 'w':
case 'W':
--nowSelIndex;
if (nowSelIndex < 0)
nowSelIndex = 0;
break;
case 's':
case 'S':
++nowSelIndex;
if (nowSelIndex > 1)
nowSelIndex = 1;
break;
case 'j':
case 'J':
if (nowSelIndex == 0)
{
//1.改变当前选择的场景ID
nowSceneID = 2;
//2.退出内层while循环
isQuitWhite = true;
}
else
{
//关闭控制台
Environment.Exit(0);
}
break;
}
if (isQuitWhite)
{
break;
}
}
游戏场景
不变的红墙
//设置颜色为红色
Console.ForegroundColor = ConsoleColor.Red;
//画墙
for (int i = 0; i <= w - 2; i++)
{
//上方墙
Console.SetCursorPosition(i, 0);
Console.Write("■");
//下方墙
Console.SetCursorPosition(i, h - 1);
Console.Write("■");
//中间墙
Console.SetCursorPosition(i, h - 6);
Console.Write("■");
}
for (int i = 0; i < h; i++)
{
//左边的墙
Console.SetCursorPosition(0, i);
Console.Write("■");
//右边的墙
Console.SetCursorPosition(w - 2, i);
Console.Write("■");
}
boss相关
int bossX = 24;
int bossY = 15;
int bossAtkMin = 7;
int bossAtkMax = 13;
int bossHp = 100;
string bossIcon = "□";
//声明一个颜色变量
ConsoleColor bossColor = ConsoleColor.Green;
//boss活着时才绘制
if (bossHp > 0)
{
Console.SetCursorPosition(bossX, bossY);
Console.ForegroundColor = bossColor;
Console.Write(bossIcon);
}
主角移动相关
int playerX = 4;
int playerY = 5;
int playerAtkMin = 8;
int playerAtkMax = 12;
int playerHp = 100;
string playerIcon = "●";
ConsoleColor playerColor = ConsoleColor.Yellow;
//玩家输入的内容,外面声明,节约性能
char playerInput;
//画出玩家
Console.SetCursorPosition(playerX, playerY);
Console.ForegroundColor = playerColor;
Console.Write(playerIcon);
//得到玩家的输入
playerInput = Console.ReadKey(true).KeyChar;
//擦除
Console.SetCursorPosition(playerX, playerY);
Console.Write(' ');
//改位置
switch (playerInput)
{
case 'W':
case 'w':
--playerY;
if (playerY < 1)
{
playerY = 1;
}
//位置如果和boss重合了,并且boss没有死
else if (playerX == bossX && playerY == bossY && bossHp > 0)
{
//拉回去
++playerY;
}
break;
case 'A':
case 'a':
playerX -= 2;
if (playerX < 2)
{
playerX = 2;
}
//位置如果和boss重合了,并且boss没有死
else if (playerX == bossX && playerY == bossY && bossHp > 0)
{
//拉回去
playerX += 2;
}
break;
case 'S':
case 's':
++playerY;
if (playerY > h - 7)
{
playerY = h - 7;
}
//位置如果和boss重合了,并且boss没有死
else if (playerX == bossX && playerY == bossY && bossHp > 0)
{
//拉回去
--playerY;
}
break;
case 'D':
case 'd':
playerX += 2;
if (playerX > w - 4)
{
playerX = w - 4;
}
else if (playerX == bossX && playerY == bossY && bossHp > 0)
{
//拉回去
playerX -= 2;
}
break;
case 'J':
case 'j':
//开始战斗
if ((playerX == bossX && playerY == bossY - 1 || playerX == bossX && playerY == bossY + 1 || playerX == bossX - 2 && playerY == bossY || playerX == bossX + 2 && playerY == bossY) && bossHp > 0)
{
isFight = true;
//可以开始战斗
Console.SetCursorPosition(2, h - 5);
Console.ForegroundColor = ConsoleColor.White;
Console.Write("开始和boss战斗了,按J键继续....");
Console.SetCursorPosition(2, h - 4);
Console.Write("玩家当前的血量为{0}", playerHp);
Console.SetCursorPosition(2, h - 3);
Console.Write("boss当前的血量为{0}", bossHp);
}
break;
}
主角和boss战斗
bool isFight = false;
//只会处理J键
if (playerInput == 'j' || playerInput == 'J')
{
//在这里判断玩家或者boss是否死亡,如果死亡了,继续之后的流程
if (playerHp < 0)
{
//游戏结束
//输掉了,应该直接显示游戏结束界面
nowSceneID = 3;
break;
}
else if (bossHp < 0)
{
//去营救公主
//boss擦除
Console.SetCursorPosition(bossX,bossY);
Console.Write(' ');
isFight = false;
}
else
{
//去处理按j键打架
//玩家打boss
Random random = new Random();
//得到随机攻击力
int atk = random.Next(playerAtkMin, playerAtkMax);
//血量减对应的攻击力
bossHp -= atk;
//打印信息
Console.ForegroundColor = ConsoleColor.Magenta;
//先擦除这一行,上次显示的信息
Console.SetCursorPosition(2, h - 4);
Console.Write(" ");
//再来写新的信息
Console.SetCursorPosition(2, h - 4);
Console.Write("你对boss造成了{0}点伤害,boss剩余血量为{1}", atk, bossHp);
//boss打玩家
if (bossHp > 0)
{
//得到随机攻击力
atk = random.Next(bossAtkMin, bossAtkMax);
//血量减对应的攻击力
playerHp -= atk;
//打印信息
Console.ForegroundColor = ConsoleColor.Yellow;
//先擦除这一行,上次显示的信息
Console.SetCursorPosition(2, h - 3);
Console.Write(" ");
//再来写新的信息
Console.SetCursorPosition(2, h - 3);
Console.Write("boss对你造成了{0}点伤害,你剩余血量为{1}", atk, playerHp);
}
else
{
//擦除之前的战斗信息
Console.SetCursorPosition(2, h - 5);
Console.Write(" ");
Console.SetCursorPosition(2, h - 4);
Console.Write(" ");
Console.SetCursorPosition(2, h - 3);
Console.Write(" ");
//显示恭喜胜利的信息
Console.SetCursorPosition(2, h - 5);
Console.Write("你战胜了boss,快去营救公主吧");
Console.SetCursorPosition(2, h - 4);
Console.Write("前往公主身边按J键继续...");
}
}
}
公主相关
int princessX = 24;
int princessY = 5;
string princessIcon = "★";
ConsoleColor princessColor = ConsoleColor.Blue;
//作用是从while循环内部的switch改变标识,用来跳出外层的while循环
bool isOver = false;
Console.SetCursorPosition(princessX, princessY);
Console.ForegroundColor = princessColor;
Console.Write(princessIcon);
//判断是否在公主身边按J键
else if ((playerX == princessX && playerY == princessY - 1 || playerX == princessX && playerY == princessY + 1 || playerX == princessX - 2 && playerY == princessY || playerX == princessX + 2 && playerY == princessY) && bossHp <= 0)
{
nowSceneID = 3;
isOver=true;
break;
}
结束场景逻辑实现
Console.Clear();
//标题的显示
Console.SetCursorPosition(w / 2 - 4, 5);
Console.ForegroundColor = ConsoleColor.White;
Console.Write("GameOver");
//可变内容的显示,根据失败活着成功显示的内容不一样
Console.SetCursorPosition(w / 2 - 4, 7);
Console.ForegroundColor = ConsoleColor.Green;
Console.Write(gameOver);
int nowSelEndIndex = 0;
while (true)
{
bool isQuitEndWhile = false;
Console.SetCursorPosition(w / 2 - 6, 9);
Console.ForegroundColor = nowSelEndIndex == 0 ? ConsoleColor.Red : ConsoleColor.White;
Console.Write("回到开始界面");
Console.SetCursorPosition(w / 2 - 4, 11);
Console.ForegroundColor = nowSelEndIndex == 1 ? ConsoleColor.Red : ConsoleColor.White;
Console.Write("退出游戏");
char input = Console.ReadKey(true).KeyChar;
switch (input)
{
case 'w':
case 'W':
--nowSelEndIndex;
if (nowSelEndIndex < 0)
{
nowSelEndIndex = 0;
}
break;
case 's':
case 'S':
++nowSelEndIndex;
if (nowSelEndIndex > 1)
{
nowSelEndIndex = 1;
}
break;
case 'j':
case 'J':
if (nowSelEndIndex == 0)
{
nowSceneID = 1;
isQuitEndWhile=true;
}
else
{
Environment.Exit(0);
}
break;
}
//为了从switch中跳出上一成的while循环加的标识
if (isQuitEndWhile)
{
break;
}
}
游戏截图: