初学者可以看看 学习一下编程思想还有游戏思想.
好了 话不多说上代码大家自己看哈.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Threading;
namespace DevilDungeonCV
{
class Program
{
static string[,] map = new string[20, 20];
static List enemyList = new List();
static List chestList = new List();
static string msgbox = "";
static bool isBattle = false, isDead = false;
static Enemy tarEnemy = null;
const int BOSS_LEVEL = 10;
static Enemy boss = null;
static int level = 0, enemyDizzy = 0, battleRound = 0;
static void Main()
{
Console.SetBufferSize(77, 30);
Console.SetWindowSize(77, 30);
Console.CursorVisible = false;
Start();
while (true)
{
Update();
}
}
static void Start()
{
Player.Reset();
isDead = false;
isBattle = false;
tarEnemy = null;
boss = new Enemy(0,0,true);
level = 0;
battleRound = 0;
enemyDizzy = 0;
msgbox = "欢迎来到恶魔地牢 (方向键移动)\n★ = 玩家\nθ = 道具\n︾ = 下一层\n<请按键分配属性点>\n1:力量 2:防御 3:敏捷 4:智力\n";
MapGenerator();
}
static void Update()
{
PrintMap();
StatusBar();
MsgboxBar();
BattleBar();
Info();
if (isDead)
{
ConfirmDead();
}
else if (boss==null)
{
MissionCompeleted();
}
else if (isBattle)
{
Battle(tarEnemy);
}
else
{
EnemyController();
PlayerController();
}
Console.Clear();
}
static Enemy GetTargetEnemy(int x, int y, bool isBoss = false)
{
if (isBattle)
return null;
msgbox += "进入战斗\n";
if (isBoss)
{
isBattle = true;
battleRound = 0;
enemyDizzy = 0;
return boss;
}
for (int i = 0; i < enemyList.Count; i++)
{
Enemy enemy = enemyList[i];
if (enemy.x == x && enemy.y == y)
{
isBattle = true;
battleRound = 0;
enemyDizzy = 0;
return enemy;
}
}
return null;
}
static void Battle(Enemy enemy)
{
const int ATTACK = 0, SKILL1 = 1, SKILL2 = 2, SKILL3 = 3, ESCAPE = 4;
int action = ATTACK;
c:
ConsoleKey key = Console.ReadKey(true).Key;
switch (key)
{
case ConsoleKey.Spacebar:
action = ATTACK;
break;
case ConsoleKey.Q:
if (CanSpell(1) == "")
action = SKILL1;
else
{
msgbox += CanSpell(1);
MsgboxBar();
goto c;
}
break;
case ConsoleKey.W:
if (CanSpell(2) == "")
action = SKILL2;
else
{
msgbox += CanSpell(2);
MsgboxBar();
goto c;
}
break;
case ConsoleKey.E:
if (CanSpell(3) == "")
action = SKILL3;
else
{
msgbox += CanSpell(3);
MsgboxBar();
goto c;
}
break;
case ConsoleKey.R:
action = ESCAPE;
break;
default:
goto c;
}
battleRound++;
msgbox += "<回合 " + battleRound + ">\n";
MsgboxBar();
//玩家动作
switch (action)
{
case ATTACK:
int dmg = enemy.GetHurt(Player.atk, Player.dex);
switch (dmg)
{
case -1:
msgbox += enemy.name + " 闪避了攻击\n";
break;
case 0:
msgbox += enemy.name + " 格挡了伤害\n";
break;
default:
msgbox += enemy.name + " 受到 " + dmg + " 伤害\n";
break;
}
break;
case SKILL1:
dmg = Event.rnd.Next(4, 7) + Player.Int;
msgbox += "施放<火球术> " + enemy.name + " 受到 " + dmg + " 伤害\n";
MsgboxBar();
enemy.life -= dmg;
Player.mana -= 3;
break;
case SKILL2:
dmg = Event.rnd.Next(8, 13) + Player.Int * 3;
msgbox += "施放<治愈术> 回复 " + dmg + " 生命\n";
Player.life += dmg;
Player.mana -= 5;
break;
case SKILL3:
dmg = Event.rnd.Next(1, 3) + Player.Int;
msgbox += "施放<眩晕术> " + enemy.name + " 眩晕 " + (dmg + 1) + " 回合\n";
MsgboxBar();
Player.mana -= 4;
enemyDizzy = dmg;
return;
case ESCAPE:
if (Event.rnd.Next(0, 2) == 0)
{
isBattle = false;
msgbox += "<逃跑成功>\n";
return;
}
else
{
msgbox += "<逃跑失败>\n";
}
break;
}
MsgboxBar();
//msgbox += "> ";
if (enemy.life > 0)
{
if (enemyDizzy == 0)
{
int dmg = Player.GetHurt(enemy.atk, enemy.dex);
switch (dmg)
{
case -1:
msgbox += "你闪避了攻击\n";
break;
case 0:
msgbox += "你格挡了伤害\n";
break;
default:
if (Player.life > 0)
{
msgbox += "你受到 " + dmg + " 伤害\n";
}
else
{
Player.life = 0;
msgbox += "你死了\n(按R键重新开始)\n";
MsgboxBar();
isDead = true;
return;
}
break;
}
}
else
{
msgbox += enemy.name + " 眩晕中\n";
enemyDizzy--;
}
}
else
{
msgbox += "敌人死亡\n";
//如果敌人是BOSS
if (enemy == boss)
{
boss = null;
isBattle = false;
}
Player.exp += enemy.exp;
if (Player.exp >= Player.lv * 2)
{
msgbox += "<等级提升> (获得 1 属性点)\n";
MsgboxBar();
Player.exp -= Player.lv * 2;
Player.lv++;
Player.life += 8;
Player.mana += 8;
Player.ap++;
}
enemyList.Remove(enemy);
isBattle = false;
}
}
static bool isHeight(int _val)
{
for (int i = 0; i < 4; i++)
{
switch (i)
{
case 0:
if (_val < Player.atk)
return false;
break;
case 1:
if (_val < Player.def)
return false;
break;
case 2:
if (_val < Player.dex)
return false;
break;
case 3:
if (_val < Player.Int)
return false;
break;
}
}
return true;
}
static void StatusBar()
{
Console.SetCursorPosition(41, 0);
Console.WriteLine("┌───────状态───────┐");
Console.SetCursorPosition(41, 1);
Console.WriteLine("│等级: 经验: 点数: │");
Console.ForegroundColor = ConsoleColor.White;
Console.SetCursorPosition(49, 1); Console.Write(Player.lv);
Console.ForegroundColor = ConsoleColor.Green;
Console.SetCursorPosition(60, 1); Console.Write(Player.exp);
Console.ForegroundColor = Player.ap >0 ? ConsoleColor.Yellow : ConsoleColor.DarkYellow;
Console.SetCursorPosition(71, 1); Console.Write(Player.ap);
Console.ForegroundColor = ConsoleColor.Gray;
Console.SetCursorPosition(41, 2);
Console.WriteLine("│生命: 力量: 防御: │");
Console.ForegroundColor = ConsoleColor.Red;
Console.SetCursorPosition(49, 2); Console.Write(Player.life);
Console.ForegroundColor = isHeight(Player.atk) ? ConsoleColor.Red :ConsoleColor.DarkRed;
Console.SetCursorPosition(60, 2); Console.Write(Player.atk);
Console.ForegroundColor = isHeight(Player.def) ? ConsoleColor.Yellow : ConsoleColor.DarkYellow;
Console.SetCursorPosition(71, 2); Console.Write(Player.def);
Console.ForegroundColor = ConsoleColor.Gray;
Console.SetCursorPosition(41, 3);
Console.WriteLine("│法力: 敏捷: 智力: │");
Console.ForegroundColor = ConsoleColor.Blue;
Console.SetCursorPosition(49, 3); Console.Write(Player.mana);
Console.ForegroundColor = isHeight(Player.dex) ? ConsoleColor.Magenta : ConsoleColor.DarkMagenta;
Console.SetCursorPosition(60, 3); Console.Write(Player.dex);
Console.ForegroundColor = isHeight(Player.Int) ? ConsoleColor.Cyan : ConsoleColor.DarkCyan;
Console.SetCursorPosition(71, 3); Console.Write(Player.Int);
Console.ForegroundColor = ConsoleColor.Gray;
Console.SetCursorPosition(41, 4);
Console.WriteLine("└────────────────┘");
Console.WriteLine();
}
static void BattleBar()
{
if (!isBattle)
return;
int i = 5, l = 41;
Console.SetCursorPosition(41, i);
Console.WriteLine("┌──战斗──┐"); i++;
Console.SetCursorPosition(l, i);
Console.WriteLine("│敌人: │"); Console.SetCursorPosition(l + 8, i); Console.Write(tarEnemy.name); i++;
Console.SetCursorPosition(l, i);
Console.WriteLine("│生命: │"); Console.SetCursorPosition(l + 8, i); Console.Write(tarEnemy.life); i++;
Console.SetCursorPosition(l, i);
Console.WriteLine("│攻击: │"); Console.SetCursorPosition(l + 8, i); Console.Write(tarEnemy.atk); i++;
Console.SetCursorPosition(l, i);
Console.WriteLine("│防御: │"); Console.SetCursorPosition(l + 8, i); Console.Write(tarEnemy.def); i++;
Console.SetCursorPosition(l, i);
Console.WriteLine("│敏捷: │"); Console.SetCursorPosition(l + 8, i); Console.Write(tarEnemy.dex); i++;
Console.SetCursorPosition(l, i);
Console.WriteLine("└──────┘");
Console.WriteLine();
//操作
i = 5; l = 57;
Console.SetCursorPosition(l, i);
Console.WriteLine("┌───操作───┐"); i++;
Console.SetCursorPosition(l, i);
Console.WriteLine("│空格键:<攻击> │"); i++;
Console.SetCursorPosition(l, i);
Console.WriteLine("│技能 Q: │"); Console.SetCursorPosition(l + 10, i);
if (Player.skill1) Console.Write("<火球术>"); else Console.Write("<无>"); i++;
Console.SetCursorPosition(l, i);
Console.WriteLine("│技能 W: │"); Console.SetCursorPosition(l + 10, i);
if (Player.skill2) Console.Write("<治愈术>"); else Console.Write("<无>"); i++;
Console.SetCursorPosition(l, i);
Console.WriteLine("│道具 E: │"); Console.SetCursorPosition(l + 10, i);
if (Player.skill3) Console.Write("<眩晕术>"); else Console.Write("<无>"); i++;
Console.SetCursorPosition(l, i); i++;
Console.WriteLine("│按键 R:<逃跑> │");
Console.SetCursorPosition(l, i);
Console.WriteLine("└────────┘");
Console.WriteLine();
}
static void MsgboxBar()
{
Console.SetCursorPosition(41, 12);
Console.WriteLine("┌───────信息───────┐");
for (int i = 1; i < 7; i++)
{
Console.SetCursorPosition(41, 12 + i);
Console.WriteLine("│ │");
}
Console.SetCursorPosition(41, 19);
Console.WriteLine("└────────────────┘");
List msgList = new List();
msgList.Clear();
int t = 0;
for (int i = 0; i < msgbox.Length; i++)
{
i = msgbox.IndexOf("\n", i);
if (i != -1)
{
t++;
}
}
//1\n2\n3\n4\n5\n6\n
if (t > 6)
{
msgbox = msgbox.Substring(msgbox.IndexOf("\n") + 1, msgbox.Length - msgbox.IndexOf("\n") - 1);
}
string s = "";
int p0 = 0, p1 = 0;
for (int i = 0; i < 6; i++)
{
p1 = msgbox.IndexOf("\n", p0);
if (p1 == -1)
break;
s = p1 - p0 > 20 ? msgbox.Substring(p0, 19) + "..." : msgbox.Substring(p0, p1 - p0);
p0 = p1 + 1;
Console.SetCursorPosition(43, 13 + i);
if (s.Contains("欢迎来到")|| s.Contains("按R键") || s.Contains("恭喜通关"))
Console.ForegroundColor = ConsoleColor.Cyan;
else if (s.Contains("★"))
Console.ForegroundColor = ConsoleColor.Yellow;
else if (s.Contains("θ") || s.Contains("等级提升"))
Console.ForegroundColor = ConsoleColor.DarkCyan;
else if (s.Contains("︾"))
Console.ForegroundColor = ConsoleColor.DarkYellow;
else if (s.Contains("进入战斗") || s.Contains("你死了") || s.Contains("您已击败恶魔"))
Console.ForegroundColor = ConsoleColor.DarkRed;
else if (s.Contains("发现"))
Console.ForegroundColor = ConsoleColor.DarkCyan;
else
Console.ForegroundColor = ConsoleColor.Gray;
Console.WriteLine(s);
Console.ForegroundColor = ConsoleColor.Gray;
}
}
static void ConfirmDead()
{
c:
ConsoleKey key = Console.ReadKey(true).Key;
if (key == ConsoleKey.R)
Start();
else
goto c;
}
static void MissionCompeleted()
{
msgbox += "恭喜通关\n您已击败恶魔,并成为了新的恶魔!\n";
MsgboxBar();
MsgboxBar();
MsgboxBar();
c:
ConsoleKey key = Console.ReadKey(true).Key;
if (key == ConsoleKey.R)
Start();
else
goto c;
}
static void PlayerController()
{
c:
int x = Player.x, y = Player.y;
ConsoleKey key = Console.ReadKey(true).Key;
switch (key)
{
case ConsoleKey.UpArrow:
y--;
break;
case ConsoleKey.DownArrow:
y++;
break;
case ConsoleKey.LeftArrow:
x--;
break;
case ConsoleKey.RightArrow:
x++;
break;
case ConsoleKey.D1:
AddAp(1); goto c;
case ConsoleKey.D2:
AddAp(2); goto c;
case ConsoleKey.D3:
AddAp(3); goto c;
case ConsoleKey.D4:
AddAp(4); goto c;
default:
goto c;
}
//越界判断
if (x < 1 && x < map.GetLength(0) - 1 && y < 1 && y < map.GetLength(1) - 1)
return;
//碰撞判断
Object obj = HitTest(x, y);
switch (obj)
{
case Object.Wall:
//msgbox += "无作为\n";
goto c;
case Object.Enemy:
//msgbox += "【进入战斗】\n";
tarEnemy = GetTargetEnemy(x, y);
break;
case Object.Chest:
OpenChest(x, y);
break;
case Object.Boss:
tarEnemy = GetTargetEnemy(0, 0,true);
break;
case Object.Exit:
MapGenerator();
break;
default:
msgbox += "玩家移动\n";
Player.x = x;
Player.y = y;
break;
}
}
static void EnemyController()
{
for (int i = 0; i < enemyList.Count; i++)
{
Enemy enemy = enemyList[i];
//移动部分
int x = enemy.x, y = enemy.y;
int r = Event.rnd.Next(3, 8);
for (int _y = y - r; _y <= y + r; _y++)
{
for (int _x = x - r; _x <= x + r; _x++)
{
//如果玩家在视野内
if (_x == Player.x && _y == Player.y)
{
//优先上下
if (Event.rnd.Next(0, 2) == 0)
{
if (Player.y < y)
y--;
else if (Player.y > y)
y++;
else if (Player.x < x)
x--;
else if (Player.x > x)
x++;
}
//优先左右
else
{
if (Player.x < x)
x--;
else if (Player.x > x)
x++;
else if (Player.y < y)
y--;
else if (Player.y > y)
y++;
}
goto c;
}
}
}
int dir = Event.rnd.Next(0, 4);
switch (dir)
{
case 0:
y--;
break;
case 1:
y++;
break;
case 2:
x--;
break;
case 3:
x++;
break;
}
c:
Object obj = HitTest(x, y);
switch (obj)
{
case Object.Wall:
break;
case Object.Enemy:
break;
case Object.Player:
break;
case Object.Chest:
break;
case Object.Boss:
break;
case Object.Exit:
break;
default:
enemy.x = x;
enemy.y = y;
break;
}
}
}
static void AddAp(int att)
{
if (Player.ap <= 0)
return;
Player.ap--;
switch (att)
{
case 1:
Player.atk++;
break;
case 2:
Player.def++;
break;
case 3:
Player.dex++;
break;
case 4:
Player.Int++;
break;
}
msgbox += "<剩余属性点 " + Player.ap + " >\n";
StatusBar();
MsgboxBar();
}
static string CanSpell(int skill)
{
string msg = "";
switch (skill)
{
case 1:
if (Player.skill1)
{
if (Player.mana < 3)
{
msg = "<法力不足>\n";
}
}
else
msg = "<尚未习得该技能>\n";
break;
case 2:
if (Player.skill2)
{
if (Player.mana < 5)
{
msg = "<法力不足>\n";
}
}
else
msg = "<尚未习得该技能>\n";
break;
case 3:
if (Player.skill3)
{
if (Player.mana < 4)
{
msg = "<法力不足>\n";
}
}
else
msg = "<尚未习得该技能>\n";
break;
}
return msg;
}
static void OpenChest(int x, int y)
{
for (int i = 0; i < chestList.Count; i++)
{
Chest chest = chestList[i];
if (chest.x == x && chest.y == y)
{
msgbox += "发现 " + chest.treasure + " ";
switch (chest.treasure)
{
case "生命药水":
int val = Event.rnd.Next(5, 11);
msgbox += "增加 " + val + " 生命";
Player.life += val;
break;
case "法力药水":
val = Event.rnd.Next(5, 11);
msgbox += "增加 " + val + " 法力";
Player.mana += val;
break;
case "短剑":
val = Event.rnd.Next(1, 4);
msgbox += "增加 " + val + " 力量";
Player.atk += val;
break;
case "盔甲":
val = Event.rnd.Next(1, 3);
msgbox += "增加 " + val + " 防御";
Player.def += val;
break;
case "火球术卷轴":
msgbox += "学会了 火球术";
Player.skill1 = true;
break;
case "治愈术卷轴":
msgbox += "学会了 治愈术";
Player.skill2 = true;
break;
case "眩晕术卷轴":
msgbox += "学会了 眩晕术";
Player.skill3 = true;
break;
}
msgbox += "\n";
chestList.Remove(chest);
}
}
}
enum Object
{
Ground, Wall, Enemy, Player, Chest, Boss, Exit
};
static Object HitTest(int x, int y)
{
if (map[x, y] == "□")
{
return Object.Wall;
}
if (x == map.GetLength(0) - 2 && y == map.GetLength(1) - 1)
{
return Object.Exit;
}
//敌人
for (int i = 0; i < enemyList.Count; i++)
{
Enemy enemy = enemyList[i];
if (x == enemy.x && y == enemy.y)
{
return Object.Enemy;
}
}
//宝箱
for (int i = 0; i < chestList.Count; i++)
{
Chest chest = chestList[i];
if (x == chest.x && y == chest.y)
{
return Object.Chest;
}
}
if (x == Player.x && y == Player.y)
{
return Object.Player;
}
//BOSS
if(level == BOSS_LEVEL)
{
if(x>=8 && x<=11 && y>=8 && y <= 11)
{
if (!(x == 8 && y == 8) && !(x == 11 && y == 8) && !(x == 11 && y == 9) && !(x == 11 && y == 11))
return Object.Boss;
}
}
return Object.Ground;
}
static void PrintMap()
{
for (int y = 0; y < map.GetLength(1); y++)
{
for (int x = 0; x < map.GetLength(0); x++)
{
if (x == Player.x && y == Player.y)
{
Console.ForegroundColor = ConsoleColor.Yellow;
Console.Write("★");
continue;
}
//敌人列表
for (int i = 0; i < enemyList.Count; i++)
{
Enemy enemy = enemyList[i];
if (x == enemy.x && y == enemy.y)
{
Console.ForegroundColor = ConsoleColor.DarkMagenta;
Console.Write(enemy.display);
goto w;
}
}
//宝箱列表
for (int i = 0; i < chestList.Count; i++)
{
Chest chest = chestList[i];
if (x == chest.x && y == chest.y)
{
Console.ForegroundColor = ConsoleColor.DarkCyan;
Console.Write("θ");
goto w;
}
}
//BOSS
if (level == BOSS_LEVEL)
{
map[9, 8] = "△"; map[10, 8] = "△";
map[8, 9] = "ψ"; map[9, 9] = "╲"; map[10, 9] = "╱";
map[8, 10] = "|"; map[9, 10] = ")"; map[10, 10] = "("; map[11, 10] = "w ";
map[8, 11] = "|"; map[9, 11] = "╱"; map[10, 11] = "╲";
}
//BOSS颜色渲染
if (level == BOSS_LEVEL && x >= 8 && x <= 11 && y >= 8 && y <= 11)
Console.ForegroundColor = ConsoleColor.Red;
else if (x == map.GetLength(0) - 2 && y == map.GetLength(1) - 1)
Console.ForegroundColor = ConsoleColor.DarkYellow;
else
Console.ForegroundColor = ConsoleColor.Gray;
Console.Write(map[x, y]);
w:;
}
Console.WriteLine();
}
if (isDead)
{
Console.SetCursorPosition(0, 0);
Console.WriteLine("□□□□□□□□□□□□□□□□□□□□");
Console.WriteLine("□□□□□□□□□□□□□□□□□□□□");
Console.WriteLine("□□□□□ □□□□□");
Console.WriteLine("□□□□ □□□□□□□□□□ □□□□");
Console.WriteLine("□□□ □□□□□□□□□□□□ □□□");
Console.WriteLine("□□ □□□□□□□□□□□□□□ □□");
Console.WriteLine("□□ □□□□□□□□□□□□□□ □□");
Console.WriteLine("□□ □□ □ □□□□ □ □□ □□");
Console.WriteLine("□□ □□□ □□□□□□ □□□ □□");
Console.WriteLine("□□ □□ □ □□□□ □ □□ □□");
Console.WriteLine("□□ □□□□□□□□□□□□□□ □□");
Console.WriteLine("□□ □□□□□□□□□□□□□□ □□");
Console.WriteLine("□□ □□□□□□□□□□□□□□ □□");
Console.WriteLine("□□ □□□□□ □□□□□ □□");
Console.WriteLine("□□ □□□□ □□□□ □□□□ □□");
Console.WriteLine("□□□ □□□□□□□□□□□□ □□□");
Console.WriteLine("□□□□ □□□□□□□□□□ □□□□");
Console.WriteLine("□□□□□ □□□□□");
Console.WriteLine("□□□□□□□□□□□□□□□□□□□□");
Console.WriteLine("□□□□□□□□□□□□□□□□□□□□");
return;
}
if (boss==null)
{
Console.SetCursorPosition(0, 0);
Console.WriteLine("□□□□□□□□□□□□□□□□□□□□");
Console.WriteLine("□□□□□□□□□□□□□□□□□□□□");
Console.WriteLine("□□□□□ □□□□□");
Console.WriteLine("□□□□ □□□□□□□□□□ □□□□");
Console.WriteLine("□□□ □□□□□□□□□□□□ □□□");
Console.WriteLine("□□ □□□□□□□□□□□□□□ □□");
Console.WriteLine("□□ □□□□□□□□□□□□□□ □□");
Console.WriteLine("□□ □□□ □□□□□□ □□□ □□");
Console.WriteLine("□□ □□ □ □□□□ □ □□ □□");
Console.WriteLine("□□ □□□□□□□□□□□□□□ □□");
Console.WriteLine("□□ □□□□□□□□□□□□□□ □□");
Console.WriteLine("□□ □□□□□□□□□□□□□□ □□");
Console.WriteLine("□□ □□□□□□□□□□□□□□ □□");
Console.WriteLine("□□ □□□□ □□□□ □□□□ □□");
Console.WriteLine("□□ □□□□□ □□□□□ □□");
Console.WriteLine("□□□ □□□□□□□□□□□□ □□□");
Console.WriteLine("□□□□ □□□□□□□□□□ □□□□");
Console.WriteLine("□□□□□ □□□□□");
Console.WriteLine("□□□□□□□□□□□□□□□□□□□□");
Console.WriteLine("□□□□□□□□□□□□□□□□□□□□");
return;
}
Console.SetCursorPosition(0, 0);
Console.Write("第 " + level + " 层");
}
static void MapGenerator()
{
level++;
Player.x = 1; Player.y = 1;
enemyList.Clear();
chestList.Clear();
for (int y = 0; y < map.GetLength(1); y++)
{
for (int x = 0; x < map.GetLength(0); x++)
{
//边界
if (x == 0 || y == 0 || x == map.GetLength(0) - 1 || y == map.GetLength(1) - 1)
{
map[x, y] = "□";
if (x == map.GetLength(0) - 2 && y == map.GetLength(1) - 1 && level != BOSS_LEVEL)
{
map[x, y] = "︾";
}
}
else
{
if (level == BOSS_LEVEL)
{
map[x, y] = " ";
if (y == 5 || y == 14)
{
if (x >= 5 && x <= 14 && x != 9 && x != 10)
{
map[x, y] = "□";
}
}
else if (x == 14 || x == 5)
{
if (y >= 5 && y <= 14 && y != 9 && y != 10)
{
map[x, y] = "□";
}
}
continue;
}
if (Event.rnd.Next(0, 8) == 0 && x != 1 && y != 1 && x != map.GetLength(0) - 2 && y != map.GetLength(1) - 2)
{
map[x, y] = "□" ;
}
else
{
map[x, y] = " ";
}
//生成敌人
if (map[x, y] == " ")
{
if (Event.rnd.Next(0, 20) == 0 && x != 1 && y != 1 && x != map.GetLength(0) - 2 && y != map.GetLength(1) - 2)
{
enemyList.Add(new Enemy(x, y));
continue;
}
if (Event.rnd.Next(0, 80) == 0 && x != 1 && y != 1 && x != map.GetLength(0) - 2 && y != map.GetLength(1) - 2)
{
chestList.Add(new Chest(x, y));
continue;
}
}
}
}
}
}
static void Info()
{
Console.SetCursorPosition(55, 20);
Console.WriteLine("Developed by Linus C.");
}
}
class Event
{
public static Random rnd = new Random();
}
class Player
{
public static int lv = 1, exp = 0, ap = 3, x = 1, y = 1, life = 20, mana = 10;
public static bool skill1 = false, skill2 = false, skill3 = false;
private static int _atk, _def, _dex, _int;
public static int atk { get { return _atk; } set { _atk = value; } }
public static int def { get { return _def; } set { _def = value; } }
public static int dex { get { return _dex; } set { _dex = value; } }
public static int Int { get { return _int; } set { _int = value; } }
public static void Reset()
{
lv = 1; exp = 0; ap = 3; x = 1; y = 1;
life = 20; mana = 10;
skill1 = false; skill2 = false; skill3 = false;
_atk = 2; _def = 1; _dex = 1; _int = 0;
}
//受伤判断
public static int GetHurt(int _atk, int _dex)
{
Random rnd = Event.rnd;
_atk = _atk + rnd.Next(0, (int)(_atk * 0.5f));
int mrate = 0;
//对方敏捷-我方敏捷
int dex0 = _dex - dex;
//如果对方敏捷高,从0~dex 为正值,否则 -dex~1
if (dex0 > 0)
mrate = Event.rnd.Next(0, dex0);
else
mrate = Event.rnd.Next(dex0, 1);
//如果随机数为负数
if (mrate < 0)
_atk = -1;
else if (mrate > 0)
_atk = _atk - def > 0 ? _atk - def : Event.rnd.Next(0, 2);
//如果随机数为0 则1/2几率闪避
else
{
if (Event.rnd.Next(0, 2) == 0)
_atk = -1;
else _atk = _atk - def > 0 ? _atk - def : Event.rnd.Next(0, 2);
}
life -= _atk > 0 ? _atk : 0;
return _atk;
}
}
class Enemy
{
public string name;
public char display;
public int x, y, life, atk, def, dex, exp;
public Enemy(int _x, int _y,bool isBoss=false)
{
x = _x;
y = _y;
int r = Event.rnd.Next(0, 6);
if (isBoss)
r = 6;
switch (r)
{
case 0:
display = '鼠';
name = "老鼠";
life = 5;
atk = 2;
def = 1;
dex = 0;
exp = 1;
break;
case 1:
display = '蝙';
name = "蝙蝠";
life = 4;
atk = 2;
def = 1;
dex = 2;
exp = 1;
break;
case 2:
display = '蛛';
name = "蜘蛛";
life = 3;
atk = 1;
def = 0;
dex = 4;
exp = 1;
break;
case 3:
display = '蛇';
name = "蛇";
life = 5;
atk = 3;
def = 1;
dex = 3;
exp = 2;
break;
case 4:
display = '幽';
name = "幽灵";
life = 5;
atk = 3;
def = 4;
dex = 2;
exp = 2;
break;
case 5:
display = '骷';
name = "骷髅";
life = 8;
atk = 4;
def = 3;
dex = 2;
exp = 3;
break;
case 6:
display = '王';
name = "恶魔";
life = 30;
atk = 8;
def = 6;
dex = 5;
exp = 20;
break;
}
}
public int GetHurt(int _atk, int _dex)
{
Random rnd = Event.rnd;
_atk = _atk + rnd.Next(0, (int)(_atk * 0.5f));
int mrate = 0;
//对方敏捷-我方敏捷
int dex0 = _dex - dex;
//如果对方敏捷高,从0~dex 为正值,否则 -dex~1
if (dex0 > 0)
mrate = Event.rnd.Next(0, dex0);
else
mrate = Event.rnd.Next(dex0, 1);
//如果随机数为负数
if (mrate < 0)
_atk = -1;
else if (mrate > 0)
_atk = _atk - def > 0 ? _atk - def : Event.rnd.Next(0, 2);
//如果随机数为0 则1/2几率闪避
else
{
if (Event.rnd.Next(0, 2) == 0)
_atk = -1;
else _atk = _atk - def > 0 ? _atk - def : Event.rnd.Next(0, 2);
}
life -= _atk > 0 ? _atk : 0;
return _atk;
}
}
class Chest
{
public int x, y;
public string treasure;
public string[] treasureList = { "生命药水", "法力药水", "短剑", "盔甲", "火球术卷轴", "治愈术卷轴", "眩晕术卷轴" };
public Chest(int _x, int _y)
{
x = _x;
y = _y;
int rnd = Event.rnd.Next(0, 185);
if (rnd < 15)
treasure = treasureList[6];
else if (rnd >= 15 && rnd < 30)
treasure = treasureList[5];
else if (rnd >= 30 && rnd < 45)
treasure = treasureList[4];
else if (rnd >= 45 && rnd < 65)
treasure = treasureList[3];
else if (rnd >= 65 && rnd < 85)
treasure = treasureList[2];
else if (rnd >= 85 && rnd < 135)
treasure = treasureList[0];
else
treasure = treasureList[1];
}
}
}