games: add arkanoid (#375)

A simple clone of the L-breakout arkanoid game (tray and ball)

Co-authored-by: Burer <burer@kolibrios.org>
Reviewed-on: #375
Reviewed-by: Burer <burer@kolibrios.org>
Co-authored-by: Max <mad.max0@op.pl>
Co-committed-by: Max <mad.max0@op.pl>
This commit was merged in pull request #375.
This commit is contained in:
Max
2026-04-12 07:12:38 +00:00
committed by Burer
parent 5cbac1a231
commit 48626298ff
3 changed files with 1947 additions and 1044 deletions
+1045 -1044
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if tup.getconfig("NO_FASM") ~= "" then return end
HELPERDIR = (tup.getconfig("HELPERDIR") == "") and "../.." or tup.getconfig("HELPERDIR")
tup.include(HELPERDIR .. "/use_fasm.lua")
add_include(tup.getvariantdir())
tup.rule("arkanoid.asm", FASM .. " %f %o " .. tup.getconfig("KPACK_CMD"), "arkanoid")
+896
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; ==================
; ARKANOID INFINITE
; ==================
; SPDX-License-Identifier: GPL-2.0-only
; Program - Lbreakout clone game
; Copyright (C) 2026 KolibriOS team
; Author: Max, <snapemax@wp.pl>
use32
org 0x0
db 'MENUET01'
dd 0x01
dd start
dd i_end
dd mem_end
dd stacktop
dd 0, 0
include '../../macros.inc'
include '../../KOSfuncs.inc'
; --- CONSTANTS ---
WIN_W equ 550
WIN_H equ 553
CLR_WINDOW_BG equ 0xACE1AF
GAME_W equ 380
GAME_H equ 500
GAME_X equ 13
GAME_Y equ 13
BPP equ 3
STRIDE equ GAME_W * BPP
BRICK_W equ 40
BRICK_H equ 15
MAP_X_OFF equ 30
MAP_Y_OFF equ 80
PADDLE_W equ 80
PADDLE_Y equ 465
BALL_SIZE equ 8
start:
mov esp, stacktop
mcall SF_SET_EVENTS_MASK, EVM_REDRAW + EVM_BUTTON + EVM_KEY
call load_highscores
call generate_random_level
call draw_full_window
event_loop:
mcall SF_WAIT_EVENT_TIMEOUT, 1
test eax, eax
jz no_more_events
cmp eax, EV_REDRAW
je on_redraw
cmp eax, EV_BUTTON
je on_button
cmp eax, EV_KEY
je on_key
jmp event_loop
on_key:
mcall SF_GET_KEY
shr eax, 8
cmp dword [input_mode], 1
je handle_name_input
cmp dword [lives], 0
jg event_loop
cmp al, 'y'
je reset_game
cmp al, 'Y'
je reset_game
cmp al, 'n'
je close_app
cmp al, 'N'
je close_app
jmp event_loop
draw_input_area:
pushad
mcall 13, <420, 100>, <205, 25>, CLR_WINDOW_BG
mcall 4, <420, 190>, 0xB0000000 + 0xFF0000, new_hs_txt, 14
mcall 4, <420, 215>, 0xB0000000 + 0xFF00FF, new_name, 8
popad
ret
handle_name_input:
cmp al, 8 ; Backspace
je .backspace
cmp al, 13 ; Enter
je .save_hs
cmp al, ' '
jl event_loop
cmp al, 'z'
jg event_loop
mov ecx, [name_ptr]
cmp ecx, 8
jae event_loop
mov [new_name + ecx], al
inc dword [name_ptr]
mov byte [new_name + ecx + 1], 0
call draw_input_area
jmp event_loop
.backspace:
cmp dword [name_ptr], 0
je event_loop
dec dword [name_ptr]
mov ecx, [name_ptr]
mov byte [new_name + ecx], '-'
call draw_input_area
jmp event_loop
.save_hs:
call insert_highscore
mov dword [input_mode], 0
call draw_full_window
jmp event_loop
on_button:
mcall SF_GET_BUTTON
shr eax, 8
cmp eax, 1
jne event_loop
close_app:
mcall SF_TERMINATE_PROCESS
on_redraw:
call draw_full_window
jmp event_loop
reset_game:
xor eax, eax
mov [score], eax
mov [ball_active], eax
mov [old_score], eax
mov [old_lives], eax
mov [old_level], eax
push 4
pop [lives]
inc eax
mov [current_level], eax
mov edi, score_buffer
mov ecx, 24
xor eax, eax
rep stosd
call generate_random_level
call draw_full_window
jmp event_loop
no_more_events:
cmp [lives], 0
jle .render_only
cmp [input_mode], 1
je .render_only
mcall 37, 1
shr eax, 16
movsx ebx, ax
sub ebx, GAME_X + (PADDLE_W / 2)
test ebx, ebx
jns .check_right
xor ebx, ebx
.check_right:
cmp ebx, GAME_W - PADDLE_W
jle .apply_p
mov ebx, GAME_W - PADDLE_W
.apply_p:
mov [paddle_x], ebx
cmp [ball_active], 0
je .ball_on_paddle
call move_ball
call check_bricks
cmp dword [bricks_left], 0
jne .render_only
call next_level
call draw_full_window
jmp .render_only
.ball_on_paddle:
mcall 37, 2
test eax, 1
jz .stay_still
mov [ball_active], 1
mov dword [ball_dx], 2
mov dword [ball_dy], -4
jmp .render_only
.stay_still:
mov eax, [paddle_x]
add eax, (PADDLE_W / 2) - (BALL_SIZE / 2)
mov [ball_x], eax
mov [ball_y], PADDLE_Y - BALL_SIZE - 1
.render_only:
call render_buffer
jmp event_loop
; --- HIGH SCORE LOGIC ---
load_highscores:
pushad
mov [file_info.op], 0
mov [file_info.path], HS_FILE
mov [file_info.buf], hs_data
mov [file_info.size], 60
mcall 70, file_info
test eax, eax
jnz .create_default
popad
ret
.create_default:
mov edi, hs_data
mov ecx, 5
.init_loop:
mov eax, 'PLAY'
stosd
mov eax, 'ER__'
stosd
xor eax, eax
stosd
loop .init_loop
call save_highscores
popad
ret
save_highscores:
pushad
mov [file_info.op], 2
mov [file_info.path], HS_FILE
mov [file_info.buf], hs_data
mov [file_info.size], 60
mcall 70, file_info
popad
ret
check_if_highscore:
mov eax, [score]
test eax, eax
jz .no
mov esi, hs_data + 8 ; point value of the first record
mov ecx, 5
.l:
cmp eax, [esi]
jg .yes
add esi, 12
loop .l
.no:
ret
.yes:
mov dword [input_mode], 1
mov dword [name_ptr], 0
mov edi, new_name
mov al, ' '
mov ecx, 8
rep stosb
call draw_input_area
ret
insert_highscore:
pushad
mov eax, [score]
mov edi, hs_data
mov ecx, 5
.find_pos:
cmp eax, [edi+8]
jg .found
add edi, 12
loop .find_pos
popad
ret
.found:
push edi ecx
mov esi, hs_data + 48 ; start of the last (5th) record
.move_loop:
cmp esi, edi
je .done_move
push esi edi
mov edi, esi
sub esi, 12
mov ecx, 12
rep movsb
pop edi esi
sub esi, 12
jmp .move_loop
.done_move:
pop ecx edi
mov esi, new_name
mov ecx, 8
rep movsb
mov eax, [score]
stosd
call save_highscores
popad
ret
; --- BALL MECHANICS ---
move_ball:
mov eax, [ball_x]
add eax, [ball_dx]
mov [ball_x], eax
test eax, eax
jg .check_right_wall
mov dword [ball_x], 0
neg dword [ball_dx]
jmp .move_y
.check_right_wall:
cmp eax, GAME_W - BALL_SIZE
jl .move_y
mov dword [ball_x], GAME_W - BALL_SIZE
neg dword [ball_dx]
.move_y:
mov eax, [ball_y]
add eax, [ball_dy]
mov [ball_y], eax
test eax, eax
jg .check_paddle
mov dword [ball_y], 0
neg dword [ball_dy]
ret
.check_paddle:
cmp eax, PADDLE_Y - BALL_SIZE
jl .check_out
cmp eax, PADDLE_Y + 5
jg .check_out
mov edx, [ball_x]
add edx, BALL_SIZE / 2
mov ebx, [paddle_x]
mov ecx, edx
sub ecx, ebx
js .check_out
cmp ecx, PADDLE_W
jg .check_out
sub ecx, PADDLE_W / 2
mov eax, ecx
cdq
mov esi, 8
idiv esi
add eax, [ball_dx]
sar eax, 1
test eax, eax
jnz .apply_dx
mov eax, 1
.apply_dx:
mov [ball_dx], eax
neg dword [ball_dy]
mov dword [ball_y], PADDLE_Y - BALL_SIZE - 1
ret
.check_out:
cmp eax, GAME_H
jg .die
ret
.die:
mov dword [ball_active], 0
dec dword [lives]
jnz .not_over
call check_if_highscore
.not_over:
call update_dynamic_stats
ret
check_bricks:
pushad
mov esi, active_map
xor edi, edi
.loop_y:
xor ebx, ebx
.loop_x:
mov al, [esi]
test al, al
jz .next
mov ecx, ebx
imul ecx, BRICK_W
add ecx, MAP_X_OFF
mov edx, edi
imul edx, BRICK_H
add edx, MAP_Y_OFF
mov eax, [ball_x]
add eax, BALL_SIZE
cmp eax, ecx
jl .next
sub eax, BALL_SIZE
mov ebp, ecx
add ebp, BRICK_W
cmp eax, ebp
jg .next
mov eax, [ball_y]
add eax, BALL_SIZE
cmp eax, edx
jl .next
sub eax, BALL_SIZE
mov ebp, edx
add ebp, BRICK_H
cmp eax, ebp
jg .next
dec byte [esi]
jnz .brick_reflect
dec dword [bricks_left]
.brick_reflect:
neg dword [ball_dy]
mov eax, [ball_dy]
test eax, eax
js .snap_up
mov [ball_y], ebp
jmp .done_collision
.snap_up:
mov [ball_y], edx
sub dword [ball_y], BALL_SIZE
.done_collision:
add dword [score], 10
call update_dynamic_stats
popad
ret
.next:
inc esi
inc ebx
cmp ebx, 8
jl .loop_x
inc edi
cmp edi, 4
jl .loop_y
popad
ret
; --- RENDERING ---
draw_full_window:
mcall SF_REDRAW, SSF_BEGIN_DRAW
mcall SF_CREATE_WINDOW, <100, WIN_W>, <100, WIN_H>, 0x33000000 + CLR_WINDOW_BG, 0, title
; SCORE
mcall 4, <420, 30>, 0xB0000000 + 0x0000FF, score_txt, 5
; LIVES
mcall , <420, 90>, 0xB0000000 + 0x000000, lives_txt, 5
; LEVEL
mcall , <420, 140>, 0xB0000000 + 0x555555, level_txt, 5
; HIGH SCORES
mcall , <420, 300>, 0xB0000000 + 0x8B0000, hs_title, 11
.hs_draw:
mov esi, hs_data
mov dword [temp_y], 340
mov ecx, 5
.hs_loop:
push ecx
push esi
mov ebx, 420 shl 16
add ebx, [temp_y]
mcall 4, , 0xB0000000 + 0x000000, esi, 8
pop esi
push esi
mov eax, [esi+8]
mov edi, hs_temp_buf
call int_to_string
mov esi, eax
mov ebx, 495 shl 16
add ebx, [temp_y]
mcall 4, , 0xB0000000 + 0x000000, hs_temp_buf
pop esi
pop ecx
add esi, 12
add dword [temp_y], 25
dec ecx
jnz .hs_loop
.hs_finish_up:
mov dword [old_score], -1
mov dword [old_lives], -1
mov dword [old_level], -1
call update_dynamic_stats
call render_buffer
mcall SF_REDRAW, SSF_END_DRAW
ret
update_dynamic_stats:
pushad
; --- SCORE VALUE ---
mov eax, [score]
cmp eax, [old_score]
je .skip_score
mov edi, score_buffer
push eax
mov eax, [old_score]
cmp eax, -1
je .no_old_s
call int_to_string
mcall 4, <420, 55>, 0xB0000000 + CLR_WINDOW_BG, score_buffer, 10
.no_old_s:
pop eax
mov [old_score], eax
mov edi, score_buffer
call int_to_string
mov esi, eax
mcall 4, <420, 55>, 0xB0000000 + 0x0000FF, score_buffer
.skip_score:
; --- LIVES VALUE ---
mov eax, [lives]
cmp eax, [old_lives]
je .skip_lives
mov edi, lives_buffer
push eax
mov eax, [old_lives]
cmp eax, -1
je .no_old_l
call int_to_string
mcall 4, <420, 110>, 0xB0000000 + CLR_WINDOW_BG, lives_buffer, 2
.no_old_l:
pop eax
mov [old_lives], eax
cmp eax, 0
jle .over
mov edi, lives_buffer
call int_to_string
mov esi, eax
mcall 4, <420, 110>, 0xB0000000 + 0x000000, lives_buffer
.skip_lives:
; --- LEVEL VALUE ---
mov eax, [current_level]
cmp eax, [old_level]
je .skip_level
mov edi, level_buffer
push eax
mov eax, [old_level]
cmp eax, -1
je .no_old_v
call int_to_string
mcall 4, <420, 165>, 0xB0000000 + CLR_WINDOW_BG, level_buffer, 2
.no_old_v:
pop eax
mov [old_level], eax
mov edi, level_buffer
call int_to_string
mov esi, eax
mcall 4, <420, 165>, 0xB0000000 + 0x555555, level_buffer
.skip_level:
popad
ret
.over:
; GAME OVER messages
mcall 4, <420, 110>, 0xB0000000 + 0xFF0000, over_txt, 9
mcall , <420, 250>, 0xB0000000 + 0x000000, again_txt, 11
mcall , <420, 270>, , y_n_txt, 3
popad
ret
; --- HELPERS ---
int_to_string:
push ebx
push ecx
push edi
mov ebx, edi ; ebx = buffer
xor ecx, ecx ; digit counter
; If number is 0
test eax, eax
jnz .conv_loop
mov byte [ebx], '0'
mov byte [ebx+1], 0
mov eax, 1 ; Return length 1
jmp .done_int
.conv_loop:
xor edx, edx
mov esi, 10
div esi
add dl, '0'
push dx ; Save digit on stack
inc ecx
test eax, eax
jnz .conv_loop
mov eax, ecx ; Return length in EAX
mov edi, ebx
.copy_loop:
pop dx
mov [edi], dl
inc edi
loop .copy_loop
mov byte [edi], 0
.done_int:
pop edi
pop ecx
pop ebx
ret
generate_random_level:
pushad
mov edi, active_map
mov ecx, 32
mov dword [bricks_left], 0
mcall 26
add [random_seed], eax
.gen_loop:
mov eax, [random_seed]
imul eax, 1103515245
add eax, 12345
mov [random_seed], eax
shr eax, 16
xor edx, edx
mov ebx, 3
div ebx
mov [edi], dl
test dl, dl
jz .skip
inc dword [bricks_left]
.skip:
inc edi
loop .gen_loop
cmp dword [bricks_left], 0
jne .done
mov byte [active_map], 1
mov dword [bricks_left], 1
.done:
popad
ret
next_level:
inc dword [current_level]
mov dword [ball_active], 0
call generate_random_level
ret
render_buffer:
pushad
mov edi, screen_buffer
mov ecx, (GAME_W * GAME_H * 3) / 4
xor eax, eax
rep stosd
mov esi, active_map
xor ebp, ebp
.r_y:
xor edi, edi
.r_x:
lodsb
test al, al
jz .r_next
push edi ebp eax
imul ebx, edi, BRICK_W
add ebx, MAP_X_OFF
imul ecx, ebp, BRICK_H
add ecx, MAP_Y_OFF
cmp al, 2
je .c_s
mov edx, 0xFF0000
cmp ebp, 1
je .c_o
cmp ebp, 2
je .c_y
cmp ebp, 3
je .c_g
jmp .dr
.c_o:
mov edx, 0xFF8C00
jmp .dr
.c_y:
mov edx, 0xFFFF00
jmp .dr
.c_g:
mov edx, 0x00FF00
jmp .dr
.c_s:
mov edx, 0xC0C0C0
.dr:
mov edi, BRICK_W - 2
mov ebp, BRICK_H - 2
call fill_rect
pop eax ebp edi
.r_next:
inc edi
cmp edi, 8
jl .r_x
inc ebp
cmp ebp, 4
jl .r_y
mov ebx, [paddle_x]
mov ecx, PADDLE_Y
call draw_paddle
call draw_ball
mcall SF_PUT_IMAGE, screen_buffer, <GAME_W, GAME_H>, <GAME_X, GAME_Y>
popad
ret
fill_rect:
pushad
imul eax, ecx, STRIDE
imul ecx, ebx, 3
add eax, ecx
add eax, screen_buffer
.yl:
push eax
mov ecx, edi
.xl:
mov [eax], dl
mov [eax+1], dh
push edx
shr edx, 16
mov [eax+2], dl
pop edx
add eax, 3
loop .xl
pop eax
add eax, STRIDE
dec ebp
jnz .yl
popad
ret
draw_paddle:
pushad
imul eax, ecx, STRIDE
imul ecx, ebx, 3
add eax, ecx
add eax, screen_buffer
xor ebp, ebp
.yl:
push eax
mov esi, 20
mov ecx, ebp
shl ecx, 1
sub esi, ecx
js .sk
imul ecx, esi, 3
add eax, ecx
mov edi, PADDLE_W
sub edi, esi
sub edi, esi
jle .sk
.xl:
mov byte [eax+1], 0xFF
add eax, 3
dec edi
jnz .xl
.sk:
pop eax
add eax, STRIDE
inc ebp
cmp ebp, 10
jl .yl
popad
ret
draw_ball:
pushad
mov edx, [ball_y]
test edx, edx
js .done
mov ebx, edx
add ebx, BALL_SIZE
cmp ebx, GAME_H
jg .done
mov ebx, [ball_x]
imul eax, edx, STRIDE
imul ecx, ebx, 3
add eax, ecx
add eax, screen_buffer
xor edx, edx
.yl:
push eax
xor ecx, ecx
.xl:
cmp edx, 0
je .bc
cmp edx, BALL_SIZE - 1
je .bc
jmp .bp
.bc:
cmp ecx, 0
je .bs
cmp ecx, BALL_SIZE - 1
je .bs
.bp:
mov byte [eax], 0xFF
mov byte [eax+1], 0xFF
mov byte [eax+2], 0xFF
.bs:
add eax, 3
inc ecx
cmp ecx, BALL_SIZE
jl .xl
pop eax
add eax, STRIDE
inc edx
cmp edx, BALL_SIZE
jl .yl
.done:
popad
ret
; --- DATA ---
DATA
title db 'Arkanoid Infinite', 0
score_txt db 'SCORE', 0
lives_txt db 'LIVES', 0
level_txt db 'LEVEL', 0
over_txt db 'GAME OVER', 0
again_txt db 'PLAY AGAIN?', 0
y_n_txt db 'Y/N', 0
hs_title db 'HIGH SCORES', 0
new_hs_txt db 'NEW HIGHSCORE!', 0
paddle_x dd 150
ball_active dd 0
ball_x dd 0
ball_y dd 0
ball_dx dd 3
ball_dy dd -4
score dd 0
old_score dd -1
lives dd 4
old_lives dd -1
current_level dd 1
old_level dd -1
bricks_left dd 0
random_seed dd 0x42069
temp_y dd 0
input_mode dd 0
name_ptr dd 0
file_info:
.op dd 0
.pos dd 0
.pos_hi dd 0
.size dd 0
.buf dd 0
.rsvd db 0
.path dd 0
HS_FILE db '/rd/1/GAMES/arkanoid.hs',0
i_end:
virtual at $
hs_data: rb 60
active_map: rb 256
screen_buffer: rb (GAME_W * GAME_H * 3) + 1024
hs_temp_buf rb 32
score_buffer rb 32
lives_buffer rb 32
level_buffer rb 32
new_name rb 16
rb 4096
stacktop:
mem_end:
end virtual