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📄 stars.pas

📁 dos下经典游戏超级马力的完整源代码
💻 PAS
字号:
unit Stars;

interface

  uses
    Buffers,
    VGA256;

  procedure ClearStars;
  procedure InitStars;
  procedure ShowStars;
  procedure HideStars;

implementation

  const
    STAR_SPEED = 10;
    Max = (MaxWorldSize div STAR_SPEED) * W;

  var
    StarMap: array [0 .. 319] of Word;
    LastX: array [0 .. 3] of Integer;
    BlinkCounter: Integer;
    C1, C2: Byte;

  procedure ClearStars;
  begin
    FillChar (StarBackGr^, SizeOf (StarBackGr^), #0);
    FillChar (LastX, SizeOf (LastX), #0);
  end;

  procedure InitStars;
  var
    i: Integer;
  begin
    ClearStars;
    RandSeed := 0;
    for i := 0 to 319 do
      StarMap [i] := ((Random (Options.Horizon) {+ WindowY}) * 320 + i);
    if Options.Stars in [1, 2] then
      for i := 0 to 319 do
        if Random (10) > 2 then StarMap [i] := 0;
    case Options.Stars of
      1: begin
           C1 := 29;
           C2 := 31;
         end;
      2: begin
           C1 := 90;
           C2 := 92;
         end;
    end;
  end;

  procedure ShowStars;
  var
    X: Integer;
    P1,
    P2: Pointer;
  begin
    LastX [CurrentPage] := XView;
    X := (8 * XView) div STAR_SPEED;
    P1 := @StarMap [0];
    P2 := @StarBackGr^ [CurrentPage, 0];
    BlinkCounter := Random (320);
    asm
          mov     bx, BlinkCounter
          push    es
          push    ds
          lds     si, P1          { StarMap }
          les     di, P2          { StarBackGr }
          mov     cx, 320
          cld

    @1:   push    cx
          lodsw
          or      ax, ax
          jz      @2

          add     ax, X
          push    es
          push    di
          mov     di, ax
          mov     ax, 0A000h
          mov     es, ax
          seges   mov     dl, [di]
          or      dl, dl
          jz      @3
          cmp     dl, 0F0h
          jz      @6
          cmp     dl, 0A0h
          jae     @5
    @6:   xor     dl, dl
          jmp     @3
    @5:   mov     al, C1
          dec     bx
          jnz     @4
          mov     al, C2
    @4:   stosb
    @3:   pop     di
          pop     es
          mov     al, dl
          stosb

    @2:   pop     cx
          dec     cx
          jnz     @1

          pop     ds
          pop     es
    end;
  end;

  procedure HideStars;
  var
    X: Integer;
    P1,
    P2: Pointer;
  begin
    X := (8 * LastX [CurrentPage]) div STAR_SPEED;
    P1 := @StarMap [0];
    P2 := @StarBackGr^ [CurrentPage, 0];
    asm
          push    es
          push    ds
          lds     si, P1          { StarMap }
          les     di, P2          { StarBackGr }
          mov     cx, 320
          cld

    @1:   push    cx
          lodsw
          or      ax, ax
          jz      @2
          add     ax, X
          mov     bx, ax

          seges   mov     al, [di]
          inc     di
          or      al, al
          jz      @2

          push    es
          push    di
          mov     di, bx
          mov     bx, 0A000h
          mov     es, bx

          stosb
          pop     di
          pop     es

    @2:   pop     cx
          dec     cx
          jnz     @1

          pop     ds
          pop     es
    end;
  end;

end.

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