我目前在easy68k中創建了一個簡單的空間風格的資源管理遊戲。如何使用easy68k緩慢輸出文本到控制檯
我的遊戲的一部分由一個簡單的循環組成,這個循環表示玩家隊伍離開主基地到他們到達任務目的地的時間點。環路由行駛距離和船舶燃料控制。所以如果燃料用完了,我會添加一個功能,讓玩家知道他們沒有到達目的地,他們已經失去了船隻。
在所有這些情況之間,我有一個從1-100產生的隨機數,這取決於產生的數字,可能發生某些事件,例如玩家會找到一些救助人員,船員,棄船,海盜等等。當一個發生這些事件時,我想輸出一條消息給控制檯屏幕讓玩家知道。
我的問題是,當循環運行時,如果發生任何事件,它們都會在不到一秒的時間內輸出到屏幕上,並且玩家最終錯過了大部分事件。
我想知道,有沒有辦法延遲輸出,以便寫作出現在玩家可以輕鬆遵循的速度?
任何幫助將不勝感激。
如果它在這裏有幫助是我的循環,我沒有完全實現所有機制,但循環本身工作正常。
*-------------------------------------------------------
*---------------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
將事件放入隊列中,並顯示適當的延遲? – Jester
幾個星期前我纔開始裝配,所以我不確定我會怎麼做呢? –
不確定哪個部分導致您的問題?你能用C做嗎? – Jester