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。
附上源码:https://github.com/zhongyuchen/hitplanegame
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。