Reputation: 21
I’m trying to do a game (really basic) that a character printed on a random place (in graphic mode). And then if the player pressed with the mouse on it, it changes to other random place.
I did some function - which calculating a random place, print the character, and then checked if the player pressed on it If no continue to check, if yes jumps to the beginning and calculating a random place print and more...
But I have a problem. Until the pressing everything works fine but then, after I pressed it starts from the beginning. But it doesn’t wait until I press the character. It works like I pressed and continue again and again (print all over the screen).
I thing that the problem is that I didn’t reset the mouse or something- and it’s remembers that I pressed on that color so until I pressed on other color it’s works automatically.
What should I do?
If you have a way to solve my problem by little change or if you have a new way to solve it. Please help me.
IDEAL
MODEL small
STACK 100h
pic_width equ 5
pic_height equ 6
DATASEG
pic db 0,0,0,0,0
db 0,2,0,2,0
db 0,0,2,0,0
db 0,2,0,2,0
db 0,2,2,2,0
db 0,0,0,0,0
picX dw 100- pic_width/2
picY dw 100 - pic_height/2
x dw ?
y dw ?
color db ?
CODESEG
start:
mov ax, @data
mov ds, ax
mov ax, 013h ; Open Graffic mode
int 010h
mov ax, 0A000h
mov es, ax
call Mouse_Activation
maincycle:
call rand
call DrawPic
check: ;call read key
call CheckClick
cmp si,1
jmp maincycle
casiex:
mov ax, 02h ; restore text mode
int 010h
exit:
mov ax, 4c00h
int 21h
proc ReadKey
push ax
mov ah, 0 ;read the key
int 016h
dec ah ; check if equal to ESC
je casiex ;if equal go to exit
pop ax
ret
endp ReadKey
proc PutPixel
; AX<-X, BX<-Y, DL<-Color
push dx
push ax
push bx
push si
push di
push cx
mov di, 0
mov dx, bx
shl dx, 8
shl bx, 6
add di, ax
add di, bx
add di, dx
mov al, cl
stosb
pop cx
pop di
pop si
pop bx
pop ax
pop dx
ret
endp PutPixel
proc DrawPic
push dx
push ax
push bx
push si
push di
mov dh, pic_height
mov dl, pic_width
mov ax, [picX]
mov bx, [picY]
lea si, [pic] ;mov si,offset pic
cycle:
mov cl, [byte ptr si]
call PutPixel
inc si
inc ax
dec dl
jnz cycle ; X loop
mov dl, pic_width
sub ax, pic_width
inc bx
dec dh
jnz cycle ; Y loop
pop di
pop si
pop bx
pop ax
pop dx
ret
endp DrawPic
proc Rand
push si
push ax
push cx
push bx
push dx
push es
xor si,si
mov ax, 40h ; initialize timer
mov es, ax
mov bx,0
RandLoop: ; generate random number, cx number of times
mov ax, [es:6Ch] ; read timer counter
mov ah, [byte cs:bx] ; read one byte from memory
xor al, ah ; xor memory and counter
and al, 00001111b ; leave result between 0-15
inc bx
cmp si,1
je y1
mov dl,15
mul dl
mov [picX],ax ;mov to x place, the random num
xor si,si
inc si
jmp RandLoop
mov dl,22
y1: mul dl
mov [picY],ax ;mov to x place, the random num
pop es
pop dx
pop bx
pop cx
pop ax
pop si
ret
endp Rand
proc Mouse_Activation
push ax
mov ax,00h ;Initializes the mouse – necessary when want to
int 33h
mov ax,01h ;Show a mouse
int 33h
pop ax
ret
endp Mouse_Activation
proc CleanScreen
push ax
mov ah,0 ;clean the screen
int 10h
pop ax
ret
endp CleanScreen
proc CheckClick
push ax
push cx
push dx
xor si,si
mov ax,05h ; Return button press data
int 33h
shr cx,1 ;CX contains double the real value
mov [x],cx
mov [y],dx
mov bh,0h ;read the value of that pixel
mov cx,[x]
mov dx,[y]
mov ah,0Dh
int 10h ;return al the color
cmp al,2
pop dx
pop cx
pop ax
je ntouch
jmp check
ntouch:
ret
endp CheckClick
END start
Upvotes: 1
Views: 228
Reputation: 9899
maincycle: call rand call DrawPic check: ;call read key call CheckClick cmp si,1 jmp maincycle
Since cmp si, 1
is followed by an UNconditional jump, you get an infinite loop that also executes very fast filling the screen in no time!
But it doesn’t wait until I press the character.
That's because you never check if the button is pressed or not by inspecting bit 0 of BX
.
The CheckClick procedure has the most problems.
BX
. You don't do this. Rather than providing it, you should choose the mouse function 03h to retrieve the mouse position AND the click status.BX
and you didn't preserve it. (Same problem with the MouseActivation procedure.)Here are modification you can write:
maincycle:
call rand
call DrawPic
check:
call CheckClick
test si, si ;This is either FALSE(=0) or TRUE(=-1)
jz check ;If FALSE continue checking
jmp maincycle ;If TRUE redraw elsewhere
...
proc CheckClick
push ax
push bx
push cx
push dx
xor si, si ;Start SI at FALSE
mov ax, 03h ; Return button press data
int 33h
test bx, 1 ;Do we have a left button click?
jz ntouch ;No, return FALSE in SI
shr cx,1 ;CX contains double the real value
mov [x], cx
mov [y], dx
mov bh, 0 ;Display page
;mov cx, [x]
;mov dx, [y]
mov ah, 0Dh ;Read pixel with BIOS
int 10h ;Color is in AL
cmp al, 2
jne ntouch
dec si ;Return TRUE in SI
ntouch:
pop dx
pop cx
pop bx
pop ax
ret
mov ax, 013h ; Open Graffic mode int 010h ... mov ax, 02h ; restore text mode int 010h
Why did you program a CleanScreen procedure if you're not going to use it at all?
mov al, 13h ; Open Graffic mode
call CleanScreen
...
mov al, 02h ; restore text mode
call CleanScreen
Upvotes: 1