在游戏中使用鼠标 [英] Using the mouse in a game
问题描述
我正在尝试做一个游戏(实际上是基本的),将角色打印在一个随机的地方(在图形模式下). 然后,如果玩家用鼠标按下它,它将切换到其他随机位置.
I’m trying to do a game (really basic) that a character printed on a random place (in graphic mode). And then if the player pressed with the mouse on it, it changes to other random place.
我做了一些功能-计算一个随机位置,打印角色,然后检查玩家是否按下了它 如果不是,则继续检查,如果是,则跳到开头并计算随机放置的打印内容,等等.
I did some function - which calculating a random place, print the character, and then checked if the player pressed on it If no continue to check, if yes jumps to the beginning and calculating a random place print and more...
但是我有一个问题. 在按下之前,一切正常,但是在我按下之后,它从头开始. 但是它不会等到我按下字符时才开始.就像我按下并一次又一次地继续操作(在屏幕上打印)一样.
But I have a problem. Until the pressing everything works fine but then, after I pressed it starts from the beginning. But it doesn’t wait until I press the character. It works like I pressed and continue again and again (print all over the screen).
我的问题是我没有重置鼠标或其他东西-并且记得我按了该颜色,所以直到我按其他颜色后它才自动起作用.
I thing that the problem is that I didn’t reset the mouse or something- and it’s remembers that I pressed on that color so until I pressed on other color it’s works automatically.
我该怎么办?
如果您有办法通过一点零钱来解决我的问题,或者有新的方式来解决它.请帮助我.
If you have a way to solve my problem by little change or if you have a new way to solve it. Please help me.
IDEAL
MODEL small
STACK 100h
pic_width equ 5
pic_height equ 6
DATASEG
pic db 0,0,0,0,0
db 0,2,0,2,0
db 0,0,2,0,0
db 0,2,0,2,0
db 0,2,2,2,0
db 0,0,0,0,0
picX dw 100- pic_width/2
picY dw 100 - pic_height/2
x dw ?
y dw ?
color db ?
CODESEG
start:
mov ax, @data
mov ds, ax
mov ax, 013h ; Open Graffic mode
int 010h
mov ax, 0A000h
mov es, ax
call Mouse_Activation
maincycle:
call rand
call DrawPic
check: ;call read key
call CheckClick
cmp si,1
jmp maincycle
casiex:
mov ax, 02h ; restore text mode
int 010h
exit:
mov ax, 4c00h
int 21h
proc ReadKey
push ax
mov ah, 0 ;read the key
int 016h
dec ah ; check if equal to ESC
je casiex ;if equal go to exit
pop ax
ret
endp ReadKey
proc PutPixel
; AX<-X, BX<-Y, DL<-Color
push dx
push ax
push bx
push si
push di
push cx
mov di, 0
mov dx, bx
shl dx, 8
shl bx, 6
add di, ax
add di, bx
add di, dx
mov al, cl
stosb
pop cx
pop di
pop si
pop bx
pop ax
pop dx
ret
endp PutPixel
proc DrawPic
push dx
push ax
push bx
push si
push di
mov dh, pic_height
mov dl, pic_width
mov ax, [picX]
mov bx, [picY]
lea si, [pic] ;mov si,offset pic
cycle:
mov cl, [byte ptr si]
call PutPixel
inc si
inc ax
dec dl
jnz cycle ; X loop
mov dl, pic_width
sub ax, pic_width
inc bx
dec dh
jnz cycle ; Y loop
pop di
pop si
pop bx
pop ax
pop dx
ret
endp DrawPic
proc Rand
push si
push ax
push cx
push bx
push dx
push es
xor si,si
mov ax, 40h ; initialize timer
mov es, ax
mov bx,0
RandLoop: ; generate random number, cx number of times
mov ax, [es:6Ch] ; read timer counter
mov ah, [byte cs:bx] ; read one byte from memory
xor al, ah ; xor memory and counter
and al, 00001111b ; leave result between 0-15
inc bx
cmp si,1
je y1
mov dl,15
mul dl
mov [picX],ax ;mov to x place, the random num
xor si,si
inc si
jmp RandLoop
mov dl,22
y1: mul dl
mov [picY],ax ;mov to x place, the random num
pop es
pop dx
pop bx
pop cx
pop ax
pop si
ret
endp Rand
proc Mouse_Activation
push ax
mov ax,00h ;Initializes the mouse – necessary when want to
int 33h
mov ax,01h ;Show a mouse
int 33h
pop ax
ret
endp Mouse_Activation
proc CleanScreen
push ax
mov ah,0 ;clean the screen
int 10h
pop ax
ret
endp CleanScreen
proc CheckClick
push ax
push cx
push dx
xor si,si
mov ax,05h ; Return button press data
int 33h
shr cx,1 ;CX contains double the real value
mov [x],cx
mov [y],dx
mov bh,0h ;read the value of that pixel
mov cx,[x]
mov dx,[y]
mov ah,0Dh
int 10h ;return al the color
cmp al,2
pop dx
pop cx
pop ax
je ntouch
jmp check
ntouch:
ret
endp CheckClick
END start
推荐答案
maincycle:
call rand
call DrawPic
check: ;call read key
call CheckClick
cmp si,1
jmp maincycle
由于cmp si, 1
之后是无条件跳转,因此您将获得一个无限循环,该循环还可以立即执行非常快的填充屏幕!
Since cmp si, 1
is followed by an UNconditional jump, you get an infinite loop that also executes very fast filling the screen in no time!
但是它不会等到我按下字符.
But it doesn’t wait until I press the character.
那是因为您永远不会通过检查BX
的位0来检查是否按下了按钮.
That's because you never check if the button is pressed or not by inspecting bit 0 of BX
.
CheckClick 过程的问题最多.
- 鼠标功能05h依赖于您在
BX
中提供按钮索引.你不这样做.与其提供它,不如选择鼠标功能03h来检索鼠标位置和单击状态. - 该过程使用
BX
,并且您没有保留它. (与 MouseActivation 过程相同的问题.) - 当像素碰巧颜色错误时,您只需跳出该过程即可,将返回地址留在堆栈上!
- Mouse function 05h relies on you providing the button index in
BX
. You don't do this. Rather than providing it, you should choose the mouse function 03h to retrieve the mouse position AND the click status. - The procedure uses
BX
and you didn't preserve it. (Same problem with the MouseActivation procedure.) - When the pixel happens to have the wrong color, you simply jump out of the procedure leaving the return address on the stack!
以下是您可以编写的修改内容:
Here are modification you can write:
maincycle:
call rand
call DrawPic
check:
call CheckClick
test si, si ;This is either FALSE(=0) or TRUE(=-1)
jz check ;If FALSE continue checking
jmp maincycle ;If TRUE redraw elsewhere
...
proc CheckClick
push ax
push bx
push cx
push dx
xor si, si ;Start SI at FALSE
mov ax, 03h ; Return button press data
int 33h
test bx, 1 ;Do we have a left button click?
jz ntouch ;No, return FALSE in SI
shr cx,1 ;CX contains double the real value
mov [x], cx
mov [y], dx
mov bh, 0 ;Display page
;mov cx, [x]
;mov dx, [y]
mov ah, 0Dh ;Read pixel with BIOS
int 10h ;Color is in AL
cmp al, 2
jne ntouch
dec si ;Return TRUE in SI
ntouch:
pop dx
pop cx
pop bx
pop ax
ret
mov ax, 013h ; Open Graffic mode
int 010h
...
mov ax, 02h ; restore text mode
int 010h
为什么根本不使用 CleanScreen 程序,为什么要编程呢?
Why did you program a CleanScreen procedure if you're not going to use it at all?
mov al, 13h ; Open Graffic mode
call CleanScreen
...
mov al, 02h ; restore text mode
call CleanScreen
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