forked from KolibriOS/kolibrios
630234432f
git-svn-id: svn://kolibrios.org@109 a494cfbc-eb01-0410-851d-a64ba20cac60
922 lines
18 KiB
NASM
922 lines
18 KiB
NASM
VERSION equ 'ARCANOID II v. 0.30'
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; by jj
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; (jacek jerzy malinowski)
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;
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; contact: 4nic8@casiocalc.org
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;----------------------------------------
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; Compile with FASM for Menuet
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;----------------------------------------
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include 'lang.inc'
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include 'ascl.inc'
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include 'ascgl.inc'
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include 'asjc.inc'
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X_SIZE equ 400
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Y_SIZE equ 300
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MAX_LEVEL equ 5
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BACK_CL equ 0x00EFEF ; background color
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; THE MAIN PROGRAM:
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use32
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org 0x0
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db 'MENUET01' ; 8 byte id
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dd 0x01 ; header version
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dd START ; start of code
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dd I_END ; size of image
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dd 0x200000 ; memory for app
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dd 0x7fff0 ; esp
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dd 0x0 , 0x0 ; I_Param , I_Icon
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START: ; start of execution
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bmptoimg bmp_file,img_bmp ; loading ... ;]
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getimg img_bmp,0,0,10,10,img_ball
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getimg img_bmp,20,0,20,10,img_bonus
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getimg img_bmp,0,10,40,20,img_brick1
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getimg img_bmp,0,30,40,20,img_brick2
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getimg img_bmp,0,50,40,20,img_brick3
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getimg img_bmp,0,70,40,20,img_brick4
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call draw_window
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still:
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if_e dword [level],0,.no_intro
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call intro
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jmp .no_game
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.no_intro:
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if_e dword [mode],2,.end_if1
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call level_info
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jmp .no_game
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.end_if1:
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if_e dword [mode],4,.end_if2
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call game_over
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jmp .no_game
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.end_if2:
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call fast_gfx ; <-- the main engine
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.no_game:
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mov eax,11
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int 0x40
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cmp eax,1 ; redraw request ?
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je red
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cmp eax,2 ; key in buffer ?
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je key
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cmp eax,3 ; button in buffer ?
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je button
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jmp still
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red: ; redraw
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call draw_window
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jmp still
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key: ; key
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mov eax,2 ; just read it and ignore
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int 0x40
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cmp ah,key_Esc ; if Esc ?
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jne .no_q
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mov eax,-1
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int 0x40
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.no_q:
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if_e dword [mode],4,.end_if6
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jmp still
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.end_if6:
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cmp ah,key_Space
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jne .no_space
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if_e dword [mode],2,.end_if1
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mov dword [mode],0
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jmp .no_space
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.end_if1:
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mov dword [mode],1
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call fast_gfx
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.no_space:
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xor ebx,ebx
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mov bl,ah
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if_e ebx,key_F1,.no_f1
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inc dword [del]
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.no_f1:
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if_e ebx,key_F2,.no_f2
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if_a dword [del],0,.end_if3
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dec dword [del]
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.end_if3:
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.no_f2:
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jmp still
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button: ; button
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mov eax,17 ; get id
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int 0x40
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cmp ah,1 ; button id=1 ?
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jne noclose
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mov eax,-1 ; close this program
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int 0x40
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noclose:
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jmp still
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; *********************************************
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; ******* VIRTUAL SCREEN FUNCTIONS ************
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; *********************************************
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show_screen: ; flips the virtual screen to the window
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push_abc
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mov eax,7
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mov ebx,screen
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mov ecx,X_SIZE*65536+Y_SIZE
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mov edx,4*65536+20
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int 0x40
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pop_abc
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ret
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put_bmp_screen: ; eax - y , ebx - x, esi - bmp
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cmp ebx,X_SIZE-5
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jb .ok1
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ret
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.ok1:
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cmp eax,Y_SIZE-5
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jb .ok2
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ret
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.ok2:
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push_abc
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xor ecx,ecx
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xor edx,edx
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mov edi,screen
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mov ecx,3
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mul ecx ; xx = 3*y*X_SIZE+3*x
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mov ecx,X_SIZE
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mul ecx
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push eax ; #> 1
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mov eax,ebx
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mov ecx,3
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mul ecx
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mov ebx,eax
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pop edx ; #< 1
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add edx,ebx
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add edi,edx ; sets the pointer to x,y of the screen
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mov cx,[si] ; loops 1
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xor ebx,ebx
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mov ax,cx
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mov dx,3
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mul dx
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mov bx,ax
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push ebx ;#>4
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add si,4
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mov ax,[si] ; loops 2
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mov cx,[si]
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;shr ax,2
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mov dx,3 ; dx = ax *3
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mul dx
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mov bx,ax
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add si,4
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pop ebx ;#<4
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.l_y:
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mov ax,cx
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cld
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mov cx,bx
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rep movs byte [edi],[esi]
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add edi,X_SIZE
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add edi,X_SIZE
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add edi,X_SIZE
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sub edi,ebx
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mov cx,ax
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loop .l_y
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pop_abc
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ret
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rect_screen: ; eax - y , ebx - x, ecx - size x, edx - size y, si -color
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mov edi,ebx
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add ebx,ecx
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cmp ebx,X_SIZE
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jb .ok1
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ret
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.ok1:
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mov ebx,edi
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mov edi,eax
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add eax,edx
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cmp eax,Y_SIZE
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jb .ok2
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ret
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.ok2:
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mov eax,edi
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push_abc
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push ecx ;#>2
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push edx ;#>3
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xor ecx,ecx
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xor edx,edx
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mov edi,screen
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mov ecx,3
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mul ecx ; xx = 3*y*X_SIZE+3*x
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mov ecx,X_SIZE
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mul ecx
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push eax ; #> 1
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mov eax,ebx
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mov ecx,3
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mul ecx
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mov ebx,eax
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pop edx ; #< 1
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add edx,ebx
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add edi,edx ; sets the pointer to x,y of the screen
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pop ecx ; #<3
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pop edx ; #<4
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mov eax,esi
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.l_y:
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;mov ax,cx
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push ecx
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cld
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mov ecx,edx
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.l_x:
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;rep movs byte [edi],[esi]
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mov word [edi],ax
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push eax
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shr eax,16
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mov byte [edi+2],al
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add edi,3
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pop eax
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loop .l_x
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add edi,X_SIZE
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add edi,X_SIZE
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add edi,X_SIZE
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sub edi,edx
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sub edi,edx
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sub edi,edx
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;mov cx,ax
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pop ecx
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loop .l_y
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pop_abc
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ret
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grad_rect_screen: ; eax - y , ebx - x, ecx - size x, edx - size y, si -color, d
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push edi ;#>0
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mov edi,ebx
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add ebx,ecx
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cmp ebx,X_SIZE
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jb .ok1
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pop edi ;#<0
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ret
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.ok1:
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mov ebx,edi
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mov edi,eax
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add eax,edx
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cmp eax,Y_SIZE
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jb .ok2
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pop edi ;#<0
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ret
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.ok2:
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mov eax,edi
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pop edi ;#<0
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push_abc
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push edi ;#>5
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push ecx ;#>2
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push edx ;#>3
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xor ecx,ecx
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xor edx,edx
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mov edi,screen
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mov ecx,3
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mul ecx ; xx = 3*y*X_SIZE+3*x
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mov ecx,X_SIZE
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mul ecx
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push eax ; #> 1
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mov eax,ebx
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mov ecx,3
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mul ecx
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mov ebx,eax
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pop edx ; #< 1
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add edx,ebx
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add edi,edx ; sets the pointer to x,y of the screen
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pop ecx ; #<3
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pop edx ; #<2
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mov eax,esi
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pop esi ; #<5
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.l_y:
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;mov ax,cx
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push ecx
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cld
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mov ecx,edx
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.l_x:
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;rep movs byte [edi],[esi]
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mov word [edi],ax
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push eax
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shr eax,16
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mov byte [edi+2],al
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add edi,3
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pop eax
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loop .l_x
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add edi,X_SIZE
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add edi,X_SIZE
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add edi,X_SIZE
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sub edi,edx
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sub edi,edx
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sub edi,edx
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add eax,esi
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;mov cx,ax
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pop ecx
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loop .l_y
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pop_abc
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ret
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fill_screen: ; eax - screen color ( 0x00RRGGBB )
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push_abc
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mov edi,screen
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cld
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mov ecx,X_SIZE*Y_SIZE
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.lab1:
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mov [edi],eax
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add edi,3
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loop .lab1
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pop_abc
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ret
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grad_fill_screen: ; eax - screen color ( 0x00RRGGBB ), ebx - mack
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push_abc
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mov edi,screen
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cld
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mov ecx,Y_SIZE
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mov dl,0
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.lab1:
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push ecx
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mov ecx,X_SIZE
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.lab2:
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mov [edi],eax
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add edi,3
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loop .lab2
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mov dh,1 ; dl = 1 - dl
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sub dh,dl
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mov dl,dh
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cmp dl,0
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jne .no_ch ; if (dl==0)
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add eax,ebx ; change gradient
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.no_ch:
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pop ecx
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loop .lab1
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pop_abc
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ret
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bmp_fill_screen: ; esi - pointer to a backgroung bmp
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push_abc
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mov edi,screen
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cld
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mov ecx,X_SIZE*Y_SIZE
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rep movs dword [edi],[esi]
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pop_abc
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ret
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;___________________
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intro: ; INTRO ;
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label 140,200,VERSION,0x100000FF
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label 120,220,'by jj (jacek jerzy malinowski)',0x050505
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label 100,240,'press SPACE to start a new game',0x10FF0800
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label 15,240,'F1 + delay',0xFFA8FF
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label 15,260,'F2 + delay',0xFFA8FF
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delay 10
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ret
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;___________________
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level_info:
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label 170,230,'L E V E L',0x100000FF
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outcount [level],195,250,0x100000FF,2*65536
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label 100,270,'press SPACE to start the level',0x10FF0800
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delay 10
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ret
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;_________________________
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game_over: ; GAME OVER ;
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mov eax,0x00FF00
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mov ebx,0xFF01
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.g_ok:
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call grad_fill_screen
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call show_screen ; flips the screen
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label 120,150,'G A M E O V E R',0x10050505
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label 140,200,'Thanks for playing',0x0FFF800
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delay 20
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ret
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;-----------------------------;
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; THE MAIN THE GAME'S ENGINE ;
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;-----------------------------;
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fast_gfx:
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; the background gradient
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if_e dword [level],0,.no_0
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mov eax,0xFF
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mov ebx,0xFEFF
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jmp .g_ok
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.no_0:
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if_e dword [level],1,.no_1
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mov eax,BACK_CL
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mov ebx,0xFFFF
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jmp .g_ok
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.no_1:
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if_e dword [level],2,.no_2
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mov eax,0xFF0000
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mov ebx,0xFF00FF
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jmp .g_ok
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.no_2:
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mov eax,BACK_CL
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mov ebx,0xFFFF
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.g_ok:
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call grad_fill_screen
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mov eax,37 ; get mouse position
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mov ebx,1
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int 0x40
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shr eax,16
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mov [x],eax
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add eax,[s_x]
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cmp eax,X_SIZE ; controls if the pad is in the screen
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jb .ok
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cmp eax,0x7FFF ; if < 0
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jb .upper
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mov [x],0
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jmp .ok
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.upper: ; if > X_SIZE - pad size
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mov dword [x],X_SIZE-1
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mov eax,[s_x]
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sub dword [x],eax
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.ok:
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mov ebx,[x]
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mov eax,[y]
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mov ecx,[s_x]
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mov edx,15
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mov esi,0xFF0000
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mov edi,0xF0000F
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call grad_rect_screen
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call draw_level
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cmp dword [mode],1
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jne .no_go ; is the game started ?
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mov eax,[v_x]
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add dword [b_x],eax
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mov eax,[v_y]
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add dword [b_y],eax
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jmp .go
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.no_go:
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mov eax,[x] ; b_x = x + x_s/2
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mov ebx,[s_x]
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shr ebx,1
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add eax,ebx
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mov dword [b_x],eax
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mov eax,[y] ; b_y = y - 10
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sub eax,10
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mov dword [b_y],eax
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mov dword [v_x],1
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mov dword [v_y],-1
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.go:
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;TEST WHERE IS THE BALL:
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cmp dword [b_x],0x7FFFFFFF
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jb .b_ok2 ; if out of the screen (left)
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mov dword [b_x],0
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mov eax,0
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sub eax,[v_x]
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mov [v_x],eax
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.b_ok2:
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cmp dword [b_x],X_SIZE-10
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jb .b_ok1 ; if out of the screen (right)
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mov dword [b_x],X_SIZE-11
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mov eax,0
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sub eax,[v_x]
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mov [v_x],eax
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.b_ok1:
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cmp dword [b_y],0x7FFFFFFF
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jb .b_ok3 ; if out of the screen (up)
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mov dword [b_y],0
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mov eax,0
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sub eax,[v_y]
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mov [v_y],eax
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.b_ok3:
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cmp dword [b_y],Y_SIZE-10
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jb .b_ok4 ; if out of the screen (down)
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mov dword [mode],0
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if_e dword [lives],0,.end_if5
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mov dword [mode],4 ; GAME OVER
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jmp still
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.end_if5:
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dec dword [lives]
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.end_else4:
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call draw_window
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.b_ok4:
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imgtoimg img_ball,dword [b_x],dword [b_y],screen_img
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call show_screen ; flips the screen
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delay dword [del]
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call do_tests ; does all needed tests
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ret
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;----------------------;
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; BALL & BRICKS EVENTS ;
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;----------------------;
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MAX_SPEED equ 3
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do_tests:
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; BALL <-> PAD
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mov eax,[b_x]
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add eax,10
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cmp eax,[x] ; if (b_x+10)>[pad x]
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jb .skip ; &&
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mov eax,[b_x]
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mov ebx,[s_x]
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add ebx,[x]
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cmp eax,ebx ; if b_x < x + s_x
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ja .skip ; &&
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mov eax,[b_y]
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add eax,10
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cmp eax,[y] ; if (b_y+10) > y
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jb .skip
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sub eax,15
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cmp eax,[y] ; if b_y < y+15
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ja .skip
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cmp dword [v_y],0x7FFFFF ; if v_y > 0
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ja .skip
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cmp dword [v_y],MAX_SPEED; speedup:
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ja .skip_s
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inc dword [speed_t]
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cmp dword [speed_t],5
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jb .skip_s
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inc dword [v_y]
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mov dword [speed_t],0
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.skip_s:
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inc dword [speed_t]
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mov eax,0
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sub eax,[v_y]
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mov [v_y],eax
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;counting v_x:--------
|
|
mov eax,[b_x]
|
|
sub eax,[x]
|
|
sub eax,5
|
|
mov ecx,eax
|
|
if_a eax,100,.end_if3
|
|
mov eax,0
|
|
sub eax,[v_x]
|
|
mov [v_x],eax
|
|
jmp .skip
|
|
.end_if3:
|
|
if_a eax,20,.end_if2
|
|
sub eax,20
|
|
shr eax,2
|
|
mov [v_x],eax
|
|
jmp .skip
|
|
.end_if2:
|
|
mov ebx,20
|
|
sub ebx,ecx
|
|
shr ebx,2
|
|
mov dword [v_x],0
|
|
sub dword [v_x],ebx
|
|
.skip:
|
|
|
|
; BALL <-> BRICK
|
|
mov dword [coliz],0
|
|
call colision
|
|
if_e dword [coliz],1,.end_if6
|
|
;abs dword [v_y]
|
|
;abs dword [v_x]
|
|
ret
|
|
.end_if6:
|
|
add dword [b_x],10
|
|
call colision
|
|
sub dword [b_x],10
|
|
if_e dword [coliz],1,.end_if7
|
|
;abs dword [v_y]
|
|
;abs dword [v_x]
|
|
ch_sign dword [v_x]
|
|
ret
|
|
.end_if7:
|
|
add dword [b_y],10
|
|
call colision
|
|
sub dword [b_y],10
|
|
if_e dword [coliz],1,.end_if8
|
|
;abs dword [v_y]
|
|
;abs dword [v_x]
|
|
;ch_sign dword [v_y]
|
|
ret
|
|
.end_if8:
|
|
add dword [b_x],10
|
|
add dword [b_y],10
|
|
call colision
|
|
sub dword [b_x],10
|
|
sub dword [b_y],10
|
|
if_e dword [coliz],1,.end_if9
|
|
;abs dword [v_y]
|
|
;abs dword [v_x]
|
|
;ch_sign dword [v_x]
|
|
;ch_sign dword [v_y]
|
|
|
|
ret
|
|
.end_if9:
|
|
|
|
|
|
ret
|
|
|
|
colision:
|
|
|
|
mov esi,levels
|
|
mov eax,[level] ; eax = levels*100
|
|
mov bx,100
|
|
mul bx
|
|
add esi,eax
|
|
;--------------
|
|
xor edx,edx
|
|
mov eax,[b_x]
|
|
mov ebx,40
|
|
div ebx
|
|
mov ecx,eax
|
|
push edx ;#>1
|
|
|
|
xor edx,edx
|
|
mov eax,[b_y]
|
|
mov ebx,20
|
|
div ebx
|
|
push edx ;#>2
|
|
cmp eax,9 ; out of the bricks board
|
|
ja .ok2
|
|
mov ebx,10
|
|
mul ebx
|
|
add eax,ecx
|
|
add esi,eax
|
|
|
|
cmp byte [esi],0 ; 0 - no brick
|
|
je .ok2
|
|
if_ne byte [esi],4,.end_if1
|
|
dec byte [esi]
|
|
.end_if1:
|
|
mov dword [coliz],1
|
|
pop ebx ;#<2
|
|
pop eax ;#<1
|
|
cmp ecx,8 ; x < 5 || x >35 - x inv
|
|
jb .inv
|
|
cmp ecx,33
|
|
ja .inv
|
|
jmp .no_inv
|
|
.inv:
|
|
mov eax,0
|
|
sub eax,[v_x]
|
|
mov [v_x],eax
|
|
;jmp .no_ok
|
|
.no_inv:
|
|
cmp ebx,6 ; if y < 5 || y>15 - y inv
|
|
jb .inv_y
|
|
cmp ebx,14
|
|
ja .inv_y
|
|
jmp .no_ok
|
|
.inv_y:
|
|
mov eax,0
|
|
sub eax,[v_y]
|
|
mov [v_y],eax
|
|
.no_ok:
|
|
jmp .ok
|
|
.ok2:
|
|
pop eax ;#<1
|
|
pop eax ;#<2
|
|
.ok:
|
|
|
|
|
|
ret
|
|
|
|
;-----------------------------------;
|
|
; DRAWS CURRENT LEVEL ON THE SCREEN ;
|
|
;-----------------------------------;
|
|
draw_level:
|
|
mov esi,levels
|
|
mov eax,[level] ; eax = levels*100
|
|
mov bx,100
|
|
mul bx
|
|
add esi,eax
|
|
mov ecx,10
|
|
mov eax,0
|
|
mov dword [l_end],1
|
|
.l_y:
|
|
push ecx ;#>1
|
|
mov ebx,0
|
|
mov ecx,10
|
|
.l_x:
|
|
cmp byte [esi],1 ; if 1 ?
|
|
push esi;#>2
|
|
jne .no_1
|
|
mov esi,img_brick1
|
|
call put_bmp_screen
|
|
mov dword [l_end],0
|
|
.no_1:
|
|
cmp byte [esi],2 ; if 2 ?
|
|
jne .no_2
|
|
mov esi,img_brick2
|
|
call put_bmp_screen
|
|
mov dword [l_end],0
|
|
.no_2:
|
|
cmp byte [esi],3 ; if 3 ?
|
|
jne .no_3
|
|
mov esi,img_brick3
|
|
call put_bmp_screen
|
|
mov dword [l_end],0
|
|
.no_3:
|
|
cmp byte [esi],4 ; if 4 ?
|
|
jne .no_4
|
|
mov esi,img_brick4
|
|
call put_bmp_screen
|
|
.no_4:
|
|
|
|
add ebx,40
|
|
pop esi ;#<2
|
|
inc esi
|
|
loop .l_x
|
|
add eax,20 ;#<1
|
|
pop ecx
|
|
loop .l_y
|
|
;----------------
|
|
; NEXT LEVEL
|
|
if_e dword [l_end],1,.end_if ; all bricks are taken
|
|
if_e dword [mode],1,.end_if
|
|
add dword [level],1
|
|
if_a dword [level],MAX_LEVEL,.end_if2
|
|
mov dword [mode],4 ; game over
|
|
jmp still
|
|
.end_if2:
|
|
call fast_gfx
|
|
mov dword [mode],2
|
|
.end_if:
|
|
ret
|
|
|
|
; *********************************************
|
|
; ******* WINDOW DEFINITIONS AND DRAW ********
|
|
; *********************************************
|
|
|
|
|
|
draw_window:
|
|
|
|
startwd
|
|
|
|
window 100,100,X_SIZE+8,Y_SIZE+21,0x03ffffff
|
|
label 8,8,VERSION,cl_White+font_Big
|
|
label 200,8,'LIVES:',0x10ddeeff
|
|
outcount dword [lives],250,8,0x10ddeeff,65536
|
|
|
|
call fast_gfx
|
|
|
|
endwd
|
|
|
|
ret
|
|
|
|
;-----------;####################
|
|
; DATA AREA ;####################
|
|
;-----------;####################
|
|
|
|
lives dd 5
|
|
mode dd 0
|
|
l_end dd 0 ; if 1 the level is over
|
|
; PAD x:
|
|
x dd 20
|
|
y dd Y_SIZE-20
|
|
; PAD length:
|
|
s_x dd 40
|
|
|
|
; the ball stuff ;-)
|
|
b_x dd 100
|
|
b_y dd 250
|
|
v_y dd 0
|
|
v_x dd 3
|
|
|
|
speed_t dd 0 ; 1/10 times speedup
|
|
del dd 1 ; delay
|
|
|
|
coliz dd 0 ; if 1 then colizion with a brick
|
|
|
|
; LEVELS:
|
|
level dd 0
|
|
levels:
|
|
;LEVEL 0:
|
|
db 0,0,0,0,0,0,0,0,0,0
|
|
db 0,4,0,0,4,4,0,0,0,4
|
|
db 4,0,4,0,4,0,4,0,4,0
|
|
db 4,0,4,0,4,0,4,0,4,0
|
|
db 4,4,4,0,4,4,0,0,4,0
|
|
db 4,0,4,0,4,0,4,0,4,0
|
|
db 4,0,4,0,4,0,4,0,0,4
|
|
db 0,0,0,0,0,0,0,0,0,0
|
|
db 0,0,0,0,0,0,0,0,0,0
|
|
db 0,0,0,0,0,0,0,0,0,0
|
|
|
|
;LEVEL 1:
|
|
db 1,1,1,1,1,1,1,1,1,1
|
|
db 0,3,0,0,3,3,0,0,0,3
|
|
db 3,0,3,0,3,0,3,0,3,0
|
|
db 3,0,3,0,3,0,3,0,3,0
|
|
db 3,3,3,0,3,3,0,0,3,0
|
|
db 3,0,3,0,3,0,3,0,3,0
|
|
db 3,0,3,0,3,0,3,0,0,3
|
|
db 2,2,2,2,2,2,2,2,2,2
|
|
db 1,1,1,1,1,1,1,1,1,1
|
|
db 1,1,1,1,1,1,1,1,1,1
|
|
;LEVEL 2:
|
|
db 3,3,3,3,0,0,3,3,3,3
|
|
db 3,1,1,1,0,0,1,1,1,3
|
|
db 3,1,2,1,3,3,1,2,1,3
|
|
db 0,1,0,1,3,3,1,0,1,0
|
|
db 2,1,2,1,1,1,1,2,1,2
|
|
db 0,1,0,1,2,2,1,0,1,0
|
|
db 2,1,2,1,1,1,1,2,1,2
|
|
db 0,1,0,1,1,1,1,0,1,0
|
|
db 0,0,0,1,0,0,1,0,0,0
|
|
db 0,0,0,1,0,0,1,0,0,0
|
|
;LEVEL 3:
|
|
db 1,2,3,1,2,3,1,3,2,1
|
|
db 2,3,1,2,3,1,3,3,1,2
|
|
db 3,1,2,3,1,2,3,1,2,3
|
|
db 1,2,3,1,2,3,1,3,2,1
|
|
db 2,3,1,2,3,1,3,3,1,2
|
|
db 3,1,2,3,1,2,3,1,2,3
|
|
db 1,2,1,2,1,2,1,2,1,2
|
|
db 1,0,1,0,1,0,1,0,1,0
|
|
db 0,0,3,0,0,0,0,3,0,0
|
|
db 0,0,3,0,0,0,0,3,0,0
|
|
;LEVEL 4:
|
|
db 0,0,0,1,1,1,1,0,0,0
|
|
db 0,0,1,2,2,2,2,1,0,0
|
|
db 1,1,1,2,2,2,2,1,1,1
|
|
db 1,0,1,0,2,2,0,1,0,1
|
|
db 0,1,1,2,2,2,2,1,1,0
|
|
db 0,0,1,2,2,2,2,1,0,0
|
|
db 0,0,1,2,2,2,2,1,0,0
|
|
db 0,0,1,2,3,3,2,1,0,0
|
|
db 0,0,1,2,2,2,2,1,0,0
|
|
db 0,0,0,1,1,1,1,0,0,0
|
|
;LEVEL 5:
|
|
db 1,1,1,1,1,1,1,1,1,1
|
|
db 1,2,0,0,3,2,0,0,2,1
|
|
db 1,2,0,0,2,3,0,0,2,1
|
|
db 2,2,0,0,3,2,0,0,2,2
|
|
db 0,0,0,0,2,3,0,0,0,0
|
|
db 0,0,0,1,1,1,1,0,0,0
|
|
db 0,0,1,1,0,0,1,1,0,0
|
|
db 0,0,1,1,0,0,1,1,0,0
|
|
db 2,1,2,1,2,1,2,1,2,1
|
|
db 1,2,1,2,1,2,1,2,1,2
|
|
|
|
|
|
; BITMAPs and IMAGEs
|
|
bmp_file:
|
|
file 'arcanii.bmp'
|
|
|
|
img_bmp:
|
|
rb 40*90*3+8
|
|
img_brick1:
|
|
rb 40*20*3+8
|
|
img_brick2:
|
|
rb 40*20*3+8
|
|
img_brick3:
|
|
rb 40*20*3+8
|
|
img_brick4:
|
|
rb 40*20*3+8
|
|
img_ball:
|
|
rb 10*10*3+8
|
|
img_bonus:
|
|
rb 20*10*3+8
|
|
|
|
|
|
screen_img:
|
|
dd X_SIZE
|
|
dd Y_SIZE
|
|
screen:
|
|
rb X_SIZE*Y_SIZE*3
|
|
|
|
I_END:
|
|
|