汇编暑假作业要求做一个大项目,题目可以自拟。我思来想去,还是觉得做一个小游戏比较有意思。最后选择了做打飞机游戏。
这里采用的是VGA模式320x200 4色。
打飞机游戏的游戏逻辑比较简单。首先,飞机可以移动,也可以发射炮弹;其次,会有敌人不断地从前方飞过来,如果撞上飞机游戏结束;最后,飞机发射的炮弹可以击落敌人。
既然是打飞机,我们就必须首先造一台飞机,代码如下:
Comment/***********
function: draw a horizontal line
parameters: horizontal position
vertical position
length of the line
color
return: void
description:draw some points horizontally.
color '0001h' represents drawing a line while
color '0000h' which is black means erase the line.
**********/
drawALine PROC NEAR
PUSH BP
MOV BP, SP
PUSH AX
PUSH CX
PUSH DX
PUSH SI
MOV AH, 0Ch
MOV CX, [BP+4]
MOV DX, [BP+6]
MOV SI, [BP+8]
MOV AL, Byte Ptr [BP+10]
drawALineLoop:
INT 10h
INC CX
DEC SI
JNZ drawALineLoop
POP SI
POP DX
POP CX
POP AX
MOV SP, BP
POP BP
RET
drawALine ENDP
Comment/***********
function: draw a plane or a missile
parameters: horizontal position
vertical position
color
type (plane or missile or enemy)
map length
return: void
description:call "drawALine" function repeatedly.
**********/
drawCraft PROC NEAR
PUSH BP
MOV BP, SP
SUB SP, 8
PUSH AX
PUSH DX
PUSH SI
PUSH DI
MOV DI, 0
MOV AX, [BP+12]
MOV [BP-8],AX
MOV SI, [BP+10]
MOV AX, [BP+8]
MOV [BP-6], AX
MOV AX, [BP+6]
MOV [BP-4], AX
MOV AX, [BP+4]
MOV [BP-2], AX
drawCraftLoop:
PUSH Word Ptr [BP-6]
MOV DX, Word Ptr [SI]
PUSH DX
PUSH Word Ptr [BP-4]
MOV AX, [BP-2]
SHR DX, 1
SUB AX, DX
PUSH AX
CALL drawALine
ADD SP, 8
ADD Word Ptr [BP-4], 1
ADD SI, 2
INC DI
CMP DI, [BP-8]
JB drawCraftLoop
POP DI
POP SI
POP DX
POP AX
MOV SP, BP
POP BP
RET
drawCraft ENDP
PLANEMAP DW 1,1,3,3,3,3,3,3,7,14,16,14,6,2,2,6,6
N1 EQU ($-PLANEMAP)/2
这里之所以做的这么复杂是出于代码重用的考虑,相同的代码只要输入不同的参数,就能制造出不一样的东西。这是抽象的思想。
drawCraft 根据输入的不同的数组,可以绘制出不同的东西,比如飞机,导弹,敌人。而不必画飞机一个函数,画导弹又是另一个函数了。
drawCraft主要是一条线一条线地画,就像3D打印一样。不过这里是2D的版本。
光画了飞机不行,我们还需要让它动起来。动起来的方法很简单,只需要用黑色覆盖原图,然后再在新的位置上建立一个新的即可:
Comment/***********
function: move a plane
parameters: original horizontal position
original vertical position
direction(left-a up-w right-d bottom-s)
return: rectify POS_X, POS_Y
description:destory the original and then create a new one
**********/
movePlane PROC NEAR
PUSH BP
MOV BP, SP
PUSH AX
PUSH BX
PUSH CX
MOV AX,N1
PUSH AX
MOV AX, Offset PLANEMAP
PUSH AX
MOV AX, 0000h
PUSH AX ;black color
MOV AX, [BP+6]
PUSH AX
MOV AX, [BP+4]
PUSH AX
CALL drawCraft
ADD SP, 10
MOV CX, CS:MoveItems
MOV AH, Byte Ptr [BP+9]
MOV BX, Offset MoveCase
movePlaneLoop1:
CMP AH, Byte Ptr CS:[BX]
JE ToCase
ADD BX, 4
LOOP movePlaneLoop1
ToCase: JMP Word Ptr CS: [BX+2]
MoveItems DW 4
MoveCase DW 75,Case1,72,Case2,77,Case3,80,Case4, 0, Default
Default: JMP EndSwitch
Case1: SUB POS_X, 5
JMP EndSwitch
Case2: SUB POS_Y, 5
JMP EndSwitch
Case3: ADD POS_X, 5
JMP EndSwitch
Case4: ADD POS_Y, 5
EndSwitch:
;draw a new plan in new position
MOV CX, N1
PUSH CX
MOV CX, Offset PLANEMAP
PUSH CX
MOV CX, 0001h
PUSH CX
PUSH POS_Y
PUSH POS_X
CALL drawCraft
ADD SP, 10
EndMovePlane:
POP CX
POP BX
POP AX
MOV SP, BP
POP BP
RET
movePlane ENDP
有了飞机,还要发射炮弹啊。我所期望的飞机,应该是可以多连发的,而且是无限发!那玩起来才爽。于是我设计了这样的数组。
MISSILE DW 512 DUP('$$')
MISSILESNUM DW 0
这是什么意思呢?我们一步一步来看。首先这是存储每次发射炮弹,炮弹所在的位置(横坐标和纵坐标)。
每当玩家按下空格键,就向数组里添加位置信息。这是为了方便后面让导弹一起上升。
在没有键盘输入的时候。我们想让导弹自己上升。为了做到这点,我们需要遍历这个MISSILE数组,每找到一个位置信息,就读出来,删除它,然后更新数组位置信息(只需要更新纵坐标),然后再在新的位置上画一个导弹就行了。
以下是具体实现代码
Comment/***********
function:
parameters: horizontal position
vertical position
return: rectify 'MISSILE' and 'MISSILESNUM'
description:When press the space key, this program will put
the position into the 'MISSILE' array.
Then call 'drawMissile' to display it.
**********/
fireMissile PROC NEAR
PUSH BP
MOV BP, SP
PUSH CX
PUSH DX
PUSH SI
PUSH DI
MOV CX, [BP+4]
MOV DX, [BP+6]
SUB DX, 5
MOV SI, Offset MISSILE
fireMissileLoop:
CMP Word Ptr [SI], '$$'
JZ fireMissileIf
ADD SI, 4
JMP fireMissileLoop
fireMissileIf:
MOV [SI], CX
MOV [SI+2], DX
MOV DI, N2
PUSH DI
MOV DI, Offset MISSILEMAP
PUSH DI
MOV DI, 0003h
PUSH DI
PUSH DX
PUSH CX
CALL drawCraft
ADD SP, 10
INC MISSILESNUM
POP DI
POP SI
POP DX
POP CX
MOV SP, BP
POP BP
RET
fireMissile ENDP
Comment/***********
function: rise all the existing missiles
parameters: void
return: rectify MISSILE and MISSILESNUM
description:When there is no input event, this program will
rise all the existing missiles which stored in
the 'MISSILE' array unless there is no missile.
**********/
riseMissile PROC NEAR
PUSH BP
MOV BP, SP
PUSH SI
PUSH CX
PUSH DX
MOV SI, Offset MISSILE
MOV CX, 256
riseMissileLoop:
CMP Word Ptr [SI], '$$'
JZ riseMissileIf
MOV DX, N2
PUSH DX
MOV DX, Offset MISSILEMAP
PUSH DX
MOV DX, 0000h
PUSH DX
MOV DX, Word Ptr [SI+2]
PUSH DX
MOV DX, Word Ptr [SI]
PUSH DX
CALL drawCraft
ADD SP, 10
SUB Word Ptr [SI+2],2
JLE riseMissileIf2
MOV DX, N2
PUSH DX
MOV DX, Offset MISSILEMAP
PUSH DX
MOV DX, 0003h
PUSH DX
MOV DX, Word Ptr [SI+2]
PUSH DX
MOV DX, Word Ptr [SI]
PUSH DX
CALL drawCraft
ADD SP, 10
JMP riseMissileIf
riseMissileIf2:
MOV Word Ptr [SI], '$$'
MOV Word Ptr [SI+2], '$$'
DEC MISSILESNUM
riseMissileIf:
ADD SI, 4
LOOP riseMissileLoop
POP DX
POP CX
POP SI
POP AX
MOV SP, BP
POP BP
RET
riseMissile ENDP
以上做的都是具体的例程。做到这里,回过头看一下我们主程序的实现。
整个游戏是依靠主程序调用一个个例程来运作的。
Start:
MOV AX, _DATA
MOV DS, AX
CLI
MOV AX, _STACK
MOV SS, AX
MOV SP, Offset TOS
STI
CALL init
MOV AH, 00h
MOV AL, 04h
INT 10h
MOV CX, N1
PUSH CX
MOV SI, Offset PLANEMAP
PUSH SI
MOV CX, 0001h
PUSH CX
PUSH POS_Y
PUSH POS_X
CALL drawCraft
ADD SP, 10
Again:
MOV AH,01h
INT 16h
Next:
JZ Process
MOV AH, 00h
INT 16h
CMP AL, 27
JZ EndMain
CMP AL, ' '
JZ Shoot
PUSH AX
PUSH POS_Y
PUSH POS_X
CALL movePlane
ADD SP, 6
JMP Again
Shoot:
PUSH POS_Y
PUSH POS_X
CALL fireMissile
ADD SP, 4
JMP Again
Process:
CALL showScoreByDemical
CALL checkCollision
INC TIMER
MOV DX, DIFFICULTY
CMP TIMER, DX
JBE Loc1
CALL dropEnemy
MOV DX, MAX
SUB DX, TIMER
MOV TIMER, 0
CMP ENEMYNUM, DX
JA Loc1
CALL generateEnemy
Loc1:
CMP MISSILESNUM, 0
JZ Again
CALL riseMissile
JMP Again
解释一下:Again开始是主程序。先判断有没有键盘输入,如果有,判断是不是ESC(退出),然后再判断是不是空格(攻击),如果都不是,就执行 movePlane,在movePlane中实现具体的移动过程。
如果没有键盘输入,就执行Process后面的代码。这段代码稍后解释。
有了飞机,有了导弹,还需要有敌人啊。敌人的制作过程和导弹类似。也建立一个ENEMY数组来存储每一个敌人的位置信息,并在没有键盘输入的时候进行更新。只要注意导弹是上升,敌人是下降。
之后是检测碰撞,我是用二重循环遍历了MISSILE 和 ENEMY两个数组。一开始我写的是严格相等才算碰撞,后来玩的时候发现这条件太苛刻了,于是改成了在一定范围内就行。
Comment/***********
function: check if there is any collision
parameters: void
return: void
description:check vertical pos and horizontal pos, if both are
equel, delete one of them.
**********/
checkCollision PROC NEAR
PUSH BP
MOV BP, SP
PUSH AX
PUSH BX
PUSH CX
PUSH DX
PUSH SI
PUSH DI
MOV SI, Offset ENEMY
MOV DI, Offset MISSILE
MOV AX, 0
MOV BX, 0
checkCollisionLoop1:
CMP Word Ptr [SI], '$$'
JZ checkCollisionIf
MOV CX, POS_X
SUB CX, Word Ptr[SI]
JGE checkCollisionLoc1
NEG CX
checkCollisionLoc1:
CMP CX, 8
JA checkCollisionLoop2
MOV DX, POS_Y
SUB DX, Word Ptr[SI+2]
JGE checkCollisionLoc2
NEG DX
checkCollisionLoc2:
CMP DX, 1
JA checkCollisionLoop2
;game over
PUTS GAMEOVER
CALL delay
MOV AX, 4C00h
INT 21h
checkCollisionLoop2:
CMP Word Ptr [DI], '$$'
JZ checkCollisionIf3
MOV CX, Word Ptr[SI]
SUB CX, Word Ptr[DI]
JGE checkCollisionLoc3
NEG CX
checkCollisionLoc3:
CMP CX, 5
JA checkCollisionIf3
MOV DX, Word Ptr[SI+2]
SUB DX, Word Ptr[DI+2]
JGE checkCollisionLoc4
NEG DX
checkCollisionLoc4:
CMP DX, 5
JA checkCollisionIf3
JMP deleteEnemy
checkCollisionIf3:
INC BX
ADD DI, 4
CMP BX, 256
JB checkCollisionLoop2
checkCollisionIf:
ADD SI, 4
MOV BX, 0
INC AX
CMP AX, 256
MOV DI, Offset MISSILE
JB checkCollisionLoop1
JMP checkCollisionEnd
deleteEnemy:
MOV DX, N3
PUSH DX
MOV DX, Offset ENEMYMAP
PUSH DX
MOV DX, 0000h
PUSH DX
MOV DX, Word Ptr [SI+2]
PUSH DX
MOV DX, Word Ptr [SI]
PUSH DX
CALL drawCraft
ADD SP, 10
MOV Word Ptr [SI], '$$'
MOV Word Ptr [SI+2], '$$'
DEC ENEMYNUM
ADD SCORE, 2
JMP checkCollisionIf3
checkCollisionEnd:
POP DI
POP SI
POP DX
POP CX
POP BX
POP AX
MOV SP, BP
POP BP
RET
checkCollision ENDP
到这里,主要的例程都已经结束了。
再回过头看一下主程序的代码。
Again:
MOV AH,01h
INT 16h
Next:
JZ Process
MOV AH, 00h
INT 16h
CMP AL, 27
JZ EndMain
CMP AL, ' '
JZ Shoot
PUSH AX
PUSH POS_Y
PUSH POS_X
CALL movePlane
ADD SP, 6
JMP Again
Shoot:
PUSH POS_Y
PUSH POS_X
CALL fireMissile
ADD SP, 4
JMP Again
Process:
CALL showScoreByDemical
CALL checkCollision
INC TIMER
MOV DX, DIFFICULTY
CMP TIMER, DX
JBE Loc1
CALL dropEnemy
MOV DX, MAX
SUB DX, TIMER
MOV TIMER, 0
CMP ENEMYNUM, DX
JA Loc1
CALL generateEnemy
Loc1:
CMP MISSILESNUM, 0
JZ Again
CALL riseMissile
JMP Again
从Process开始,首先调用的是显示分数的例程(比较容易我没放上来),然后先检测是否碰撞。这里设置了一个DIFFICULTY变量,是适应不同难度(DIFFICULTY)。TIMER是用来定时的。每次都+1,加到DIFFICLUTY的值才执行敌人下降的例程。
难度大的话,敌人移动速度快,只需要把DIFFICULTY的值设小一点,就可以更快的使敌人下降;反之亦然。
附上一些效果图。
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。