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:

第10天c#实现飞行棋