我目前正在easy68k中创建一个简单的空间式资源管理游戏。
我的游戏的一部分包含一个简单的循环,它表示玩家舰队离开基地到他们到达任务目的地的时间点。循环由行驶距离和船舶燃料控制。因此,如果燃料耗尽,那么我将添加一个功能,让玩家知道他们没有到达目的地并且他们已经失去了他们的船。
在所有这些发生之间,我生成了一个从 1 到 100 的随机数,根据生成的数字,可能会发生某些事件,例如玩家会发现一些打捞、船员、废弃船只、海盗等。当其中一个事件发生时我想向控制台屏幕输出一条消息让玩家知道。
我的问题是,当循环运行时,如果发生任何事件,它们都会在不到一秒的时间内全部输出到屏幕上,而玩家最终会错过大多数事件。
我想知道,有没有办法延迟输出,以便以玩家可以轻松跟随的速度出现写作?
任何帮助将不胜感激。
如果这对我的循环有帮助,那么我还没有完全完成所有机制的实现,但循环本身可以正常工作。
*-------------------------------------------------------
*---------------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