[英]How to slowly output text to the console using easy68k
我目前正在用easy68k創建一個簡單的空間樣式資源管理游戲。
我的游戲的一部分由一個簡單的循環組成,該循環指示玩家的艦隊從其離開基地直至到達任務目的地的那一點。 該回路由行進距離和船舶燃料控制。 因此,如果燃料用完了,那么我將添加一個函數,該函數將使玩家知道他們沒有到達目的地並且他們失去了飛船。
在這一切發生之間,我有一個從1到100生成的隨機數,具體取決於生成的數字,可能會發生某個事件,例如,玩家會發現一些打撈,船員,被遺棄的船只,海盜等。當這些事件之一發生時我想在控制台屏幕上輸出一條消息,讓玩家知道。
我的問題是,運行循環時,如果發生任何事件,它們都將在不到一秒鍾的時間內輸出到屏幕上,並且播放器最終會丟失大多數事件。
我想知道,是否有一種方法可以延遲輸出,以便使文字以玩家可以輕松跟隨的速度顯示?
任何幫助將不勝感激。
如果這對我的循環有用,那么我還沒有完全完成所有機制的實現,但是循環本身可以正常工作。
*-------------------------------------------------------
*---------------Update Mission Progress-----------------
* Move to mission location, random events will occur
*-------------------------------------------------------
update:
bsr endl print a CR and LF
bsr decorate decorate with dots using a loop
move.w $4000, D7 move distance value into D7
move.w $4020, D6 move fuel value into D6
lea update_msg,A1 Display update message
move.b #14,D0
trap #15
update_loop:
move.b #8,d0 Get time 1/100th seconds since midnight
trap #15
and.l #$5FFFFF,D1 prevent overflow in divu
divu #100,D1 time count / 100
swap D1 swap upper and lower words of D1 to put remainder in low word
addq.w #1,D1 d1.w contains number from 1 to 100
move D1,D2 d2 = d1
bsr check_events check to see if any of the events will occur
sub.b #fuel_cost, D6 reduce ships fuel by one
CMP #0, D6 if the ships fuel reaches 0 then go to out of fuel routine
BEQ out_of_fuel
sub.b #1, D7 reduce mission distance by 1
CMP #0, D7 when it reaches 0 go to the continue subroutine
BNE update_loop otherwise go back to the top of the loop
BRA continue_loop
continue_loop:
*Used to leave the update loop
lea continue_msg,A1
move.b #14,D0
trap #15
move.b #5,D0 wait for input so the player can read the event messages
trap #15
CMP $94, D1
BNE continue_loop
move.w D6, $4020 store the new value for ship fuel
bsr decorate
rts
check_events:
*Check to make sure the random value is within the specific range for each event
CMP #95, D2
BGE check_found_salvage
CMP #75, D2
BGE check_hit_mine
CMP #55, D2
BGE check_pirate_attack
CMP #35, D2
BGE check_found_ship
CMP #15, D2
BGE check_found_crew
rts
*Further checks to make sure the random value is within the specific ranges
check_found_salvage:
CMP #97, D2
BLE collect_salvage
rts
check_hit_mine:
CMP #77, D2
BLE hit_mine
rts
check_pirate_attack:
CMP #57, D2
BLE initiate_attack
rts
check_found_ship:
CMP #37, D2
BLE check_collect_ship
RTS
check_found_crew:
CMP #17, D2
BLE collect_crew
rts
*Run each event, outputting a message to the screen if an event occurs
collect_salvage:
lea found_salvage_msg,A1
move.b #14,D0
trap #15
rts
hit_mine:
lea hit_mine_msg,A1
move.b #14,D0
trap #15
rts
initiate_attack:
lea initiate_attack_msg,A1
move.b #14,D0
trap #15
rts
check_collect_ship:
lea found_ship_msg ,A1
move.b #14,D0
trap #15
rts
collect_crew:
lea found_crew_msg,A1
move.b #14,D0
trap #15
rts
*Not fully implemented out of fuel mechanic yet
out_of_fuel:
rts
根據Easy68k論壇,有一個陷阱可以等待指定的時間:
move.l #100,D1 ; delay in 1/100th of seconds
moveq #23,D0
trap #15
您可以使用該陷阱在打印事件后稍等嗎?
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