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  • C# 对战游戏

    class Program
    {
    struct player
    {
    public string name;
    public int hp;
    public int attack;
    public int defend;
    public int quick;
    public WuGong WG;
    }
    struct WuGong
    {
    public string name;
    public int atk;
    }
    static void gongfu(WuGong[] wg)
    {
    wg[0].name="降龙十八掌";
    wg[0].atk = 500;

    wg[1].name = "打狗棒法";
    wg[1].atk = 600;

    wg[2].name = "独孤九剑";
    wg[2].atk = 600;
    }
    static void Main(string[] args)
    {

    Console.BackgroundColor = ConsoleColor.White;
    Console.ForegroundColor = ConsoleColor.Black;
    Console.Clear();
    player p1 = new player();
    player p2 = new player();
    Random r = new Random();

    //生成两个玩家
    Console.Write("请输入第一个战士的名字:");
    p1.name = Console.ReadLine();
    Console.Write("请输入第一个战士的名字:");
    p2.name = Console.ReadLine();
    //生成血量
    p1.hp = r.Next(1, 1000) + 1000;//初始血量
    p2.hp = r.Next(1, 1000) + 1000;
    //生成攻防
    p1.attack = r.Next(1, 50) + 80;
    p2.attack = r.Next(1, 50) + 80;
    p1.defend = r.Next(1, 50) + 50;
    p2.defend = r.Next(1, 50) + 50;
    //生成身法-敏捷度
    p1.quick = r.Next(100);
    p2.quick = r.Next(100);

    Console.WriteLine("玩家:" + p1.name + " 血量:" + p1.hp + " 攻击力:" + p1.attack
    + " 物防:" + p1.defend + " 敏捷度:" + p1.quick);
    Console.WriteLine("VS");
    Console.WriteLine("玩家:" + p2.name + " 血量:" + p2.hp + " 攻击力:" + p2.attack
    + " 物防:" + p2.defend + " 敏捷度:" + p2.quick);
    Console.WriteLine("点击任意键开始游戏.....");
    Console.ReadKey();

    while (true)
    {
    // 得出最后结果,跳出循环
    if (p1.hp <= 0 && p2.hp <= 0)
    {
    Console.WriteLine(p1.name + "与" + p2.name + "同归于尽!");
    Console.ReadLine();
    break;
    }
    if (p1.hp <= 0)
    {
    Console.WriteLine(p1.name + "把" + p2.name + "KO..");
    Console.ReadLine();
    break;
    }
    if (p2.hp <= 0)
    {
    Console.WriteLine(p2.name + "把" + p1.name + "KO..");
    Console.ReadLine();
    break;
    }

    //对战

    WuGong[] wg = new WuGong[3];
    gongfu(wg);

    //大招
    int dz1 = r.Next(10);//大招随机
    if (dz1 >= 5) //从1到9的随机数里 取8和9 有20%的几率用大招。
    {
    Random x = new Random();
    int a = x.Next(0, 3);
    int dx1 = r.Next(100);//声明 掉血 变量
    int gj1 = r.Next(100) - 50;//为了浮动 P2的 攻击力;
    int fy1 = r.Next(100) - 50;//为了浮动 P1的防御力;
    dx1 = ((dx1 + wg[a].atk) - (p1.defend + fy1)) < 0 ? 0 : ((dx1 + wg[a].atk) - (p1.defend + fy1));
    //为了防止掉血 出现负值
    p1.hp -= dx1;
    if (p1.hp < 0)
    {
    p1.hp = 0;
    }
    Console.ForegroundColor = ConsoleColor.Red;
    Console.WriteLine(p2.name + "使用大招 "+wg[a].name+" 攻击,对" + p1.name + "造成" + dx1 + "的伤害。");

    }
    else //平常招式
    {
    //躲闪
    int sf1 = r.Next(80);//身法的随机数

    if (p1.quick - sf1 >= 0)
    {
    Console.ForegroundColor = ConsoleColor.Black;
    Console.WriteLine(p1.name + "躲闪" + p2.name + "的攻击");
    }
    else
    {
    int dx1 = r.Next(100);//声明 掉血 变量
    int gj1 = r.Next(100) - 50;//为了浮动 P2的 攻击力;
    int fy1 = r.Next(100) - 50;//为了浮动 P1的防御力;
    dx1 = (dx1 + (p2.attack + gj1) - (p1.defend + fy1)) < 0 ? 0 : (dx1 + (p2.attack + gj1) - (p1.defend + fy1));
    //为了防止掉血 出现负值
    p1.hp -= dx1;
    if (p1.hp < 0)
    {
    p1.hp = 0;
    }
    Console.ForegroundColor = ConsoleColor.Red;
    Console.WriteLine(p1.name + "使用普通攻击,对" + p2.name + "造成" + dx1 + "的伤害。");
    }
    }
    //稍等一下
    System.Threading.Thread.Sleep(1000);

    int dz2 = r.Next(10);
    if (dz2 >= 5)
    {
    Random y = new Random();
    int b = y.Next(0,3);
    int dx2 = r.Next(100);
    int gj2 = r.Next(100) - 50;//为了浮动 P1的 攻击力;
    int fy2 = r.Next(100) - 50;//为了浮动 P2的防御力;
    dx2 = ((dx2 + wg[b].atk) - (p2.defend + fy2)) < 0 ? 0 : ((dx2 + wg[b].atk) - (p2.defend + fy2));
    //为了防止掉血 出现负值
    p2.hp -= dx2;
    if (p2.hp < 0)
    {
    p2.hp = 0;
    }
    Console.ForegroundColor = ConsoleColor.DarkMagenta;
    Console.WriteLine(p1.name + "使用大招 "+wg[b].name+" 攻击,对" + p2.name + "造成" + dx2 + "的伤害。");
    }
    else
    {
    //躲闪
    int sf2 = r.Next(80);
    if (p2.quick - sf2 > sf2)
    {
    Console.ForegroundColor = ConsoleColor.Black;
    Console.WriteLine(p2.name + "躲闪" + p1.name + "的攻击");
    }
    else
    {
    int dx2 = r.Next(100);
    int gj2 = r.Next(100) - 50;//为了浮动 P1的 攻击力;
    int fy2 = r.Next(100) - 50;//为了浮动 P2的防御力;
    dx2 = (dx2 + (p1.attack + gj2 ) - (p2.defend + fy2)) < 0 ? 0 : (dx2 + (p1.attack + gj2 ) - (p2.defend + fy2));
    //为了防止掉血 出现负值
    p2.hp -= dx2;
    if (p2.hp < 0)
    {
    p2.hp = 0;
    }
    Console.ForegroundColor = ConsoleColor.DarkMagenta;
    Console.WriteLine(p2.name + "使用普通攻击,对" + p1.name + "造成" + dx2 + "的伤害。");
    }
    }
    //稍等一下
    System.Threading.Thread.Sleep(1000);
    Console.ForegroundColor = ConsoleColor.DarkBlue;
    Console.WriteLine("玩家:" + p1.name + " 血量:" + p1.hp + " ");
    Console.WriteLine("玩家:" + p2.name + " 血量:" + p2.hp);


    }
    }

    }

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  • 原文地址:https://www.cnblogs.com/likaixuan/p/4343462.html
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