我做了2个正方形(我正在使用DOS装配),我试图使一个正方形移动,而当用户按下SPACE时,另一个正方形会跳动。 问题是用户只能在另一个方块停止移动后按空格键。你能帮我吗?
代码:
IDEAL
MODEL small
STACK 100h
DATASEG
X dw ?
Y dw ?
SquareSize dw ?
PlayerSquareX dw 20
PlayerSquareY dw 193
BlockX dw 305
BlockY dw 193
color db 1 ; default color is blue
FloorY dw 194
FloorX dw 0
CODESEG
proc HalfSecondDelay
push cx ;Backup
push dx
push ax
MOV CX, 1H
MOV DX, 3H
MOV AH, 86H
INT 15H
pop ax ;Backup
pop dx
pop cx
ret
endp HalfSecondDelay
proc WaitForSpace
EnterSpace: ;Wait until user presses Space
mov ah,0
int 16h
cmp al,32
;jne EnterSpace
jne ReturnToMain
call PlayerJump
ReturnToMain:
ret
endp WaitForSpace
proc ClearKeyboardBuffer
push ax
ClearKeyboardBuffer_loop:
mov ah,01h
int 16h ; is there a key pressed
jz ClearKeyboardBuffer_ret ; if not, return
mov ah,00h
int 16h ; "handle" the key
jmp ClearKeyboardBuffer_loop
ClearKeyboardBuffer_ret:
pop ax
ret
endp ClearKeyboardBuffer
proc PlayerJump ;Makes The Square Jump
push cx
mov cx, 10
MoveUp:
Call HalfSecondDelay
call RemovePlayerSquare
sub [PlayerSquareY],4 ; Move Up
call PaintPlayerSquare
loop MoveUp
mov cx, 10
MoveDown:
Call HalfSecondDelay
call RemovePlayerSquare
add [PlayerSquareY], 4 ; Move Down
Call PaintPlayerSquare
loop MoveDown
pop cx
ret
endp PlayerJump
proc PaintFloorLine
push bp
mov bp,sp
push cx
mov cx, 320
LoopPaintFloorLine:
call PaintPixel
inc [X]
loop loopPaintFloorLine
pop cx
pop bp
ret
endp PaintFloorLine
proc PaintFloor ;Paints The Floor
push bp
mov bp,sp
push cx
mov [x], 0
mov [y], 194
mov [color], 0Ah
mov cx, 7
loopPaintFloor:
call PaintFloorLine
inc [Y]
mov [x], 0
loop loopPaintFloor
pop cx
pop bp
ret
endp PaintFloor
proc PaintPixel
push bp
mov bp,sp
push ax
push bx
push cx
push dx
mov cx,[X]
mov dx,[Y]
mov al,[color]
mov ah,0ch
int 10h
pop dx
pop cx
pop bx
pop ax
pop bp
ret
endp PaintPixel
proc PaintLine
push bp
mov bp,sp
push cx
mov cx, [SquareSize]
loopPaintLine:
call PaintPixel
inc [X]
loop loopPaintLine
mov cx, [SquareSize] ; Return The X
sub [X], cx
pop cx
pop bp
ret
endp PaintLine
proc PaintSquare ;Paints A Sqaure
push bp
mov bp,sp
push cx
mov cx, [SquareSize]
loopPrinSquare:
call PaintLine
dec [Y]
loop loopPrinSquare
mov cx, [SquareSize] ; Return The Y
add [Y], cx
pop cx
pop bp
ret
endp PaintSquare
proc PaintPlayerSquare ; Paints The Player Square
push bp
mov bp,sp
mov ax, [PlayerSquareX]
mov [x], ax
mov ax, [PlayerSquareY]
mov [Y], ax
mov [SquareSize], 25
mov [color], 1 ; blue color
call PaintSquare ;
pop bp
ret
endp PaintPlayerSquare
proc RemovePlayerSquare ;Removes The Player Square
push bp
mov bp,sp
push ax
push bx
push cx
push dx
mov ax, [PlayerSquareX]
mov [x], ax
mov ax, [PlayerSquareY]
mov [Y], ax
mov [SquareSize], 25
mov [color], 0 ; black color
call PaintSquare ;
pop dx
pop cx
pop bx
pop ax
pop bp
ret
endp RemovePlayerSquare
proc PaintBlockSquare ; Paints The Block Square
push bp
mov bp,sp
mov ax, [BlockX]
mov [x], ax
mov ax, [BlockY]
mov [Y], ax
mov [SquareSize], 15
mov [color], 4 ; red color
call PaintSquare ;
pop bp
ret
endp PaintBlockSquare
proc RemoveBlockSquare ;Removes The block Square
push bp
mov bp,sp
push ax
push bx
push cx
push dx
mov ax, [BlockX]
mov [x], ax
mov ax, [BlockY]
mov [Y], ax
mov [SquareSize], 15
mov [color], 0 ; black color
call PaintSquare ;
pop dx
pop cx
pop bx
pop ax
pop bp
ret
endp RemoveBlockSquare
proc MoveBlockLeft ;Makes The Square Jump
push cx
mov cx, 77
loopMoveBlockLeft:
Call HalfSecondDelay
call RemoveBlockSquare
sub [BlockX], 4 ; Move Up
call PaintBlockSquare
loop loopMoveBlockLeft
pop cx
ret
endp MoveBlockLeft
proc GraphicsScreen
mov al, 13h
mov ah, 0
int 10h
ret
endp GraphicsScreen
proc ResetBlockLocation
mov [BlockX], 305
mov [BlockY], 193
ret
endp ResetBlockLocation
start:
mov ax, @data
mov ds, ax
Call GraphicsScreen
Call PaintFloor
Call PaintPlayerSquare
call PaintBlockSquare
call MoveBlockLeft
call RemoveBlockSquare
call ResetBlockLocation
call ClearKeyboardBuffer
call WaitForSpace
exit:
mov ax, 4c00h
int 21h
END start
答案 0 :(得分:0)
一种可行的方法是实现game loop或类似的概念-event loop。
这个想法是将动画分成一系列帧,并且一次仅更新一帧。假设您要执行30 FPS,并且移动速度为每秒90px。这意味着您需要在1帧中将对象移动3px左右,然后暂停0.033秒(33 ms)。
每帧之后,您都要检查输入和处理操作。
其运行方式是开始第一个动画,记住动画状态,更新到下一帧,然后检查输入,更新到下一帧,然后再次检查输入,也许开始第二个动画(现在开始)您一次处理2种动画状态),将两者都更新到下一帧,再次检查输入等。