kolibrios-gitea/programs/games/invaders/invaders.asm

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;=============================================================================;
; Hidnplayr's invaders for Kolibrios ;
;-----------------------------------------------------------------------------;
; ;
; Copyright (C) hidnplayr 2007-2014. All rights reserved. ;
; ;
; Invaders is distributed in the hope that it will be useful, but WITHOUT ANY ;
; WARRANTY. No author or distributor accepts responsibility to anyone for the ;
; consequences of using it or for whether it serves any particular purpose or ;
; works at all, unless he says so in writing. Refer to the GNU General Public ;
; License (the "GPL") for full details. ;
; Everyone is granted permission to copy, modify and redistribute KolibriOS, ;
; but only under the conditions described in the GPL. A copy of this license ;
; is supposed to have been given to you along with KolibriOS so you can know ;
; your rights and responsibilities. It should be in a file named COPYING. ;
; Among other things, the copyright notice and this notice must be preserved ;
; on all copies. ;
; ;
; see copying.txt ;
; ;
; contact me on hidnplayr@gmail.com ;
; ;
;-----------------------------------------------------------------------------;
format binary as ""
; Screen size
SCREEN_X = 640
SCREEN_Y = 480
; Ship size
SHIP_X = 32
SHIP_Y = 32
; Ship begin position
SHIP_X_POS = (SCREEN_X-SHIP_X)/2
SHIP_Y_POS = SCREEN_Y-SHIP_Y-27
; Enemy size
ENEMY_X = 32
ENEMY_Y = 32
; Alien size and position
ALIEN_X = 48
ALIEN_Y = 38
ALIEN_Y_POS = 1
;
BOUNDARY = 10
MOVEMENT = 7 ; pixels/frame
TRANSPARENCY = 0x00ffffff ; color used as transparant
; Window start position
WINDOW_X = 100
WINDOW_Y = 100
; Bullet size
BULLET_X = 10
BULLET_Y = 10
; Number of stars
STARS_ = 226
; Number of star levels (depth)
STARLEVELS = 3
ENEMY_STARTING_X = 25
ENEMY_STARTING_Y = 50
BULLETSPEED = 12 ; pixels/frame
use32
org 0x0
db 'MENUET01' ; 8 byte id
dd 0x01 ; header version
dd START ; start of code
dd IM_END ; size of image
dd I_END+1000 ; memory for app
dd I_END+1000 ; esp
dd 0x0, 0x0 ; I_Param , I_Path
include '../../macros.inc'
include '../../proc32.inc'
include '../../dll.inc'
include '../../develop/libraries/libs-dev/libimg/libimg.inc'
KEY_RIGHT = 179
KEY_LEFT = 176
KEY_UP = 178
KEY_P = 'p'
KEY_DOWN = 177
KEY_ENTER = 13
KEY_ESC = 27
proc aimgtoimg img, x, y, canvas, acolor
pusha
; Calculate offset on canvas in edi
mov eax, [y]
mov ecx, [canvas]
mul dword[ecx] ; canvas xsize
add eax, [x]
lea edi, [eax*2 + eax + 8]
add edi, [canvas]
; get img size in ecx and edx
mov esi, [img]
mov ecx, dword[esi+0] ; img x size
mov edx, dword[esi+4] ; img y size
; caluclate number of bytes between 2 lines in ebx
mov ebx, [canvas]
mov ebx, [ebx] ; canvas xsize
sub ebx, [esi] ; img xsize
lea ebx, [ebx*2 + ebx]
; get image start ptr in esi
add esi, 8
.loop2:
push ecx edx
mov edx, [acolor]
.loop:
mov eax, [esi]
and eax, 0x00ffffff
cmp eax, edx
je @f
mov word[edi], ax
shr eax, 16
mov byte[edi+2], al
@@:
add esi, 3
add edi, 3
dec ecx
jnz .loop
pop edx ecx
add edi, ebx
dec edx
jnz .loop2
popa
ret
endp
proc aimgtoimg2 img, x, y, canvas, acolor
pusha
; Calculate offset on canvas in edi
mov eax, [y]
mov ecx, [canvas]
mul dword[ecx] ; canvas xsize
add eax, [x]
lea edi, [eax*2 + eax + 8]
add edi, [canvas]
; get img size in ecx and edx
mov esi, [img]
mov ecx, dword[esi+0] ; img x size
mov edx, dword[esi+4] ; img y size
; caluclate number of bytes between 2 lines in ebx
mov ebx, [canvas]
mov ebx, [ebx] ; canvas xsize
sub ebx, [esi] ; img xsize
lea ebx, [ebx*2 + ebx]
; get image start ptr in esi
add esi, 8
.loop2:
push ecx edx
mov edx, [acolor]
.loop:
mov eax, [esi]
and eax, 0x00ffffff
cmp eax, edx
je @f
mov byte[edi+2], al
shr eax, 8
mov word[edi], ax
@@:
add esi, 3
add edi, 3
dec ecx
jnz .loop
pop edx ecx
add edi, ebx
dec edx
jnz .loop2
popa
ret
endp
proc getimg imgsrc, x, y, xs, ys, imgdest
pusha
mov esi, [imgsrc]
mov eax, dword[esi+0] ; xsize
mov ebx, [y]
mul ebx ; xsize*y
add eax, [x] ; xsize*y+x
lea eax, [eax+2*eax] ; (xsize*y+x)*3
mov edx, dword[esi+0] ; xsize
sub edx, [xs] ; xsize-xs
lea edx, [edx*2+edx] ; (xsize-xs)*3
lea esi, [esi + eax + 8] ; imgsrc + (xsize*y+x)*3 + 8
mov edi, [imgdest]
mov ecx, [xs]
mov dword[edi+0], ecx ; xsize
mov ebx, [ys]
mov dword[edi+4], ebx ; ysize
add edi, 8 ; imgdest + 8
cld
.loop:
movsw
movsb
dec ecx
jnz .loop
add esi, edx
mov ecx, [xs]
dec ebx
jnz .loop
popa
ret
endp
macro decodeimg source, size, dest {
invoke img.decode, source, size, 0
or eax, eax
jz exit
push [eax + Image.Width]
pop dword[dest+0]
push [eax + Image.Height]
pop dword[dest+4]
push eax
invoke img.to_rgb2, eax, dest+8
pop eax
invoke img.destroy, eax
}
START:
mcall 68, 11
stdcall dll.Load, @IMPORT
or eax, eax
jz @f
exit:
mcall -1
@@:
call draw_window
decodeimg gif_bullet,gif_bullet.size,img_bullet
decodeimg gif_bullet2,gif_bullet2.size,img_bullet2
decodeimg gif_ship,gif_ship.size,img_ship
decodeimg gif_enemy1,gif_enemy1.size,img_enemy1
decodeimg gif_enemy2,gif_enemy2.size,img_enemy2
decodeimg gif_enemy3,gif_enemy3.size,img_enemy3
decodeimg gif_enemy4,gif_enemy4.size,img_enemy4
decodeimg gif_enemy5,gif_enemy5.size,img_enemy5
decodeimg gif_alien,gif_alien.size,img_alien
decodeimg gif_menu1,gif_menu1.size,img_menu1
decodeimg gif_menu2,gif_menu2.size,img_menu2
decodeimg gif_menu3,gif_menu3.size,img_menu3
decodeimg gif_menu4,gif_menu4.size,img_menu4
decodeimg gif_logo,gif_logo.size,img_logo
decodeimg gif_pause,gif_pause.size,img_pause
decodeimg gif_levelup,gif_levelup.size,img_levelup
decodeimg gif_gameover,gif_gameover.size,img_gameover
decodeimg gif_highscore,gif_highscore.size,img_highscore
decodeimg gif_smallfont,gif_smallfont.size,img_smallfont
decodeimg gif_bigfont,gif_bigfont.size,img_bigfont
decodeimg gif_numbers,gif_numbers.size,img_numbers
call init_starfield
call render_frame
call draw_to_screen
mainloop:
call render_frame
call draw_to_screen
call bullet_collision_detection
cmp [status], 3 ; if game is paused,...
jne .wait
mcall 10
jmp .switch
.wait:
mcall 5, 1 ; wait 1/100 s
mcall 11 ; check for events
.switch:
test eax, eax
jz mainloop
dec eax
jz .redraw
dec eax
jz .key
dec eax
jz .button
.redraw:
call draw_window
jmp .wait
.button:
mcall 17 ; get button id
cmp ah, 1
jne .wait
mcall -1
.key:
mcall 2 ; get key code
test ah, ah
jz mainloop
cmp [status], 1
je key_game
cmp [status], 0
je key_menu
cmp [status], 3
je key_pause
cmp [status], 6
je key_levelup
cmp [status], 7
je key_highscore
cmp [status], 2
je key_gameover
cmp ah, KEY_ESC
jne .no_escape
mov [status], 0
mov [intro], 0
.no_escape:
jmp mainloop
key_game:
cmp ah, KEY_RIGHT
jnz .no_right
cmp [ship_x], SCREEN_X-SHIP_X-BOUNDARY
jge mainloop
add [ship_x], MOVEMENT
jmp mainloop
.no_right:
cmp ah, KEY_LEFT
jne .no_left
cmp [ship_x], BOUNDARY
jle mainloop
sub [ship_x], MOVEMENT
jmp mainloop
.no_left:
cmp ah, KEY_UP
jne .no_up
cmp [bullet_y], 1
jg mainloop
mov eax, [ship_x]
add eax, (SHIP_X-BULLET_X)/2
mov [bullet_x], eax
mov [bullet_y], SHIP_Y_POS;-BULLET_Y
jmp mainloop
.no_up:
cmp ah, KEY_P
jne no_pause
mov [status], 3
stdcall aimgtoimg, img_pause, 150, 180, vscreen, TRANSPARENCY
call draw_to_screen
jmp mainloop
no_pause:
cmp ah, KEY_ESC
jne .no_escape
mov [status], 0
mov [intro], 0
.no_escape:
jmp mainloop
key_menu:
cmp ah, KEY_DOWN
jne .no_down
cmp [menu], 3
jne @f
mov [menu], 0
jmp mainloop
@@:
inc [menu]
jmp mainloop
.no_down:
cmp ah, KEY_UP
jnz .no_up
cmp [menu], 0
jne @f
mov [menu], 3
jmp mainloop
@@:
dec [menu]
jmp mainloop
.no_up:
cmp ah, KEY_ESC
jne @f
mcall -1
@@:
cmp ah, KEY_ENTER
jnz .no_enter
cmp [menu], 0 ;start
je new_game
cmp [menu], 1 ;about
jne @f
mov [status], 4
jmp mainloop
@@:
cmp [menu], 2 ;highscores
jne @f
mov [status], 5
call load_highscores
jmp mainloop
@@:
cmp byte[menu], 3 ;exit
jne @f
mcall -1
@@:
.no_enter:
jmp mainloop
key_pause:
cmp ah, KEY_P
jnz no_pause
mov [status], 1
.nopause:
jmp mainloop
key_levelup:
cmp ah, KEY_ENTER
jne .no_enter
inc [level]
inc byte[levelnumb+1]
cmp byte[levelnumb+1], '9'
jle @f
mov byte[levelnumb+1], '0'
inc byte[levelnumb]
@@:
mov eax,20
mov ah,byte[level]
and ah,7
mul ah
add eax,level1
mov esi,eax
jmp load_level
.no_enter:
cmp ah, KEY_ESC
jne .no_escape
mov [status], 0
mov [intro], 0
.no_escape:
jmp mainloop
key_highscore:
cmp ah, KEY_ENTER
jne @f
call load_highscores
mov eax, [score]
mov ebx, highscorebuffer+140
.findscore:
cmp ebx, highscorebuffer+100
je .topscore
sub ebx, 4
cmp eax, dword[ebx]
jg .findscore
.topscore:
mov esi, name
mov edi, highscorebuffer
mov ecx, 10
rep movsb
mov eax, [score]
mov dword[highscorebuffer+100], eax
call save_highscores
mov [status], 5
@@:
cmp ah, 14
jne @f
cmp byte[namepos],0
je @f
dec byte[namepos]
movzx ebx,byte[namepos]
add ebx,name
mov byte[ebx], 0x11 ; this is a character we dont print
@@:
cmp byte[namepos],10
jge mainloop
cmp al,'0'
jl mainloop
cmp al,'9'
jle @f
cmp al,'z'
jg mainloop
cmp al,'a'
jge @f
cmp al,'Z'
jg mainloop
cmp al,'A'
jl mainloop
@@:
movzx ebx, byte[namepos]
add ebx, name
mov byte[ebx], al
inc byte[namepos]
jmp mainloop
key_gameover:
cmp ah, KEY_ENTER
jne .no_enter
; TODO: test if score is high enough to put in highscore list...
mov [status],7
jmp mainloop
.no_enter:
jmp mainloop
new_game:
mov [score], 0
mov eax, [score]
call convertscore
mov word[levelnumb], '01'
mov esi, level1
load_level:
mov [enemy_speed], 1
mov [enemy_x], ENEMY_STARTING_X
mov [enemy_y], ENEMY_STARTING_Y
mov edi, enemy_table
mov ecx, 5
rep movsd
mov [status],1
jmp mainloop
draw_window:
mcall 12, 1 ; Start of window draw
mov ebx, WINDOW_X shl 16 + 9 + SCREEN_X ; [x start] shl 16 + [x size]
mov ecx, WINDOW_Y shl 16 + 25 + SCREEN_Y ; [y start] shl 16 + [y size]
mov edx, 0x64000000 ; color of work area RRGGBB
mov esi, 0x805080d0 ; color of grab bar RRGGBB
mov edi, 0x005080d0 ; color of frames RRGGBB
mcall 0
mcall 71, 1, title
call draw_to_screen
mcall 12, 2 ; End of window draw
ret
draw_to_screen:
; Draw buffer to the screen
mov ebx, vscreen+8
mov ecx, SCREEN_X shl 16 + SCREEN_Y
mov edx, 0 shl 16 + 0
mcall 7
ret
load_highscores:
ret
save_highscores:
ret
render_frame:
mov eax, 0x00000000
call fillscreen
call render_starfield
cmp [status], 1
je render_game
cmp [status], 2
je render_gameover
cmp [status], 4
je render_about
cmp [status], 6
je render_levelup
cmp [status], 0
je render_menu
cmp [status], 5
je render_highscorelist
cmp [status], 7
je render_highscore
ret
render_game:
call render_bullet
call render_enemies ; Draw the enemies to buffer
stdcall aimgtoimg, img_ship, [ship_x], SHIP_Y_POS, vscreen, TRANSPARENCY; Draw the ship to buffer
mov esi, scoretext
mov ebx, 0
mov ecx, SCREEN_Y-24
call printtext
mov esi, leveltext
mov ebx, 300
call printtext
ret
render_gameover:
stdcall aimgtoimg, img_ship, [ship_x], SHIP_Y_POS, vscreen, TRANSPARENCY; Draw the ship to buffer
mov esi, scoretext
mov ebx, 0
mov ecx, SCREEN_Y-24
call printtext
mov esi, leveltext
mov ebx, 300
call printtext
stdcall aimgtoimg, img_gameover, 150, 180, vscreen, TRANSPARENCY
ret
render_about:
mov esi, msgAbout
mov ebx, 50
mov ecx, 100
call printtext
ret
render_levelup:
stdcall aimgtoimg, img_ship, [ship_x], SHIP_Y_POS, vscreen, TRANSPARENCY; Draw the ship to buffer
mov esi, scoretext
mov ebx, 0
mov ecx, SCREEN_Y-24
call printtext
mov esi, leveltext
mov ebx, 300
call printtext
stdcall aimgtoimg, img_levelup, 150, 180, vscreen, TRANSPARENCY
ret
render_menu:
stdcall aimgtoimg, img_logo, 50, 80, vscreen, TRANSPARENCY
cmp [menu], 0
jne .menu_0
stdcall aimgtoimg2, img_menu1, 30, 200, vscreen, TRANSPARENCY
jmp .menu_1
.menu_0:
stdcall aimgtoimg, img_menu1, 30, 200, vscreen, TRANSPARENCY
.menu_1:
cmp [menu], 1
jne .menu_2
stdcall aimgtoimg2, img_menu2, 80, 250, vscreen, TRANSPARENCY
jmp .menu_3
.menu_2:
stdcall aimgtoimg, img_menu2, 80, 250, vscreen, TRANSPARENCY
.menu_3:
cmp [menu], 2
jne .menu_4
stdcall aimgtoimg2, img_menu3, 120, 300, vscreen, TRANSPARENCY
jmp .menu_5
.menu_4:
stdcall aimgtoimg, img_menu3, 120, 300, vscreen,TRANSPARENCY
.menu_5:
cmp [menu], 3
jne .menu_6
stdcall aimgtoimg2, img_menu4, 150, 350, vscreen, TRANSPARENCY
jmp .menu_7
.menu_6:
stdcall aimgtoimg, img_menu4, 150, 350, vscreen, TRANSPARENCY
.menu_7:
cmp [intro], 200
je .menu_75
inc [intro]
.menu_75:
cmp [intro], 0
jl .menu_8
stdcall aimgtoimg, img_enemy1, 390, 180, vscreen, TRANSPARENCY
cmp [intro], 15
jl .menu_8
mov esi, points_50
mov ebx, 470
mov ecx, 180
call printtext
cmp [intro],30
jl .menu_8
stdcall aimgtoimg, img_enemy2, 390, 220, vscreen, TRANSPARENCY
cmp [intro], 45
jl .menu_8
mov esi, points_100
mov ebx, 450
mov ecx, 220
call printtext
cmp [intro], 60
jl .menu_8
stdcall aimgtoimg, img_enemy3, 390, 260, vscreen, TRANSPARENCY
cmp [intro], 75
jl .menu_8
mov esi, points_150
mov ebx, 450
mov ecx, 260
call printtext
cmp [intro],90
jl .menu_8
stdcall aimgtoimg, img_enemy4, 390, 300, vscreen, TRANSPARENCY
cmp [intro], 105
jl .menu_8
mov esi, points_200
mov ebx, 450
mov ecx, 300
call printtext
cmp [intro], 120
jl .menu_8
stdcall aimgtoimg, img_enemy5, 390, 340, vscreen, TRANSPARENCY
cmp [intro],135
jl .menu_8
mov esi, points_250
mov ebx, 450
mov ecx, 340
call printtext
cmp [intro],150
jl .menu_8
stdcall aimgtoimg, img_alien, 380, 380, vscreen, TRANSPARENCY
cmp [intro],165
jl .menu_8
mov esi, points_1000
mov ebx, 430
mov ecx, 380
call printtext
.menu_8:
ret
render_highscorelist:
stdcall aimgtoimg, img_highscore, 60, 40, vscreen, TRANSPARENCY
mov ebx, 100 ; print names
mov ecx, 120
mov esi, highscorebuffer
call printtext
mov edi, highscorebuffer+100 ; print scores
mov esi, scorenumb
mov ebx, 420
mov ecx, 120
.loop:
mov eax,[edi]
push ecx
call convertscore
pop ecx
push esi
call printtext
pop esi
add ecx, 26
add edi, 4
cmp edi, highscorebuffer+140
jl .loop
ret
render_highscore:
stdcall aimgtoimg, img_highscore, 60, 40, vscreen, TRANSPARENCY
mov ebx, 60
mov ecx, 200
mov esi, entername
call printtext
mov ebx, 250
mov ecx, 250
mov esi, name
call printtext
mov esi, scoretext
mov ebx, 0
mov ecx, SCREEN_Y-24
call printtext
mov esi, leveltext
mov ebx, 300
call printtext
ret
render_enemies:
; check if direction should change
test [enemy_d], 2
jz @f
add [enemy_y], 5
mov eax, [enemy_y]
shr eax, 5
add al, [level]
mov [enemy_speed], al
and [enemy_d], 1
@@:
; move the aliens to left or right
movzx eax, [enemy_speed]
test [enemy_d], 1
jz .other_dir
sub [enemy_x], eax
jmp .no_other_dir
.other_dir:
add [enemy_x], eax
.no_other_dir:
; initialization
mov [alldeadb],1
mov edi, enemy_table
mov eax, [enemy_x]
mov [current_enemy_x], eax
mov eax, [enemy_y]
mov [current_enemy_y], eax
.loopit:
movzx eax, byte[edi]
test al, al
jz .next_alien
cmp al, 5
ja .next_alien
dec eax
mov eax, [enemy_img_list+eax*4]
.drawenemy:
mov [alldeadb], 0
stdcall aimgtoimg, eax, [current_enemy_x], [current_enemy_y], vscreen, TRANSPARENCY
; jmp checknext
.checknext:
cmp [enemy_d], 2
jge .dont_change_dir
movzx eax, [enemy_speed]
cmp [enemy_d], 0
jbe .change_dir
cmp dword[current_enemy_x],eax
jg .dont_change_dir
mov [enemy_d], 2
jmp .dont_change_dir
.change_dir:
mov ebx, SCREEN_X-ENEMY_X
sub ebx, eax
cmp dword[current_enemy_x],ebx
jl .dont_change_dir
mov [enemy_d], 3
.dont_change_dir:
cmp [current_enemy_y], SHIP_Y_POS-ENEMY_Y-BOUNDARY
jle .next_alien ;;;;;;
mov [status], 2
ret
.next_alien:
cmp edi, enemy_table+20
jge .alldead
inc edi
add dword[current_enemy_x],ENEMY_X+BOUNDARY
mov eax,dword[current_enemy_x]
sub eax,dword[enemy_x]
cmp eax,5*(ENEMY_X+BOUNDARY)
jl .no_newline
sub [current_enemy_x], 5*(ENEMY_X+BOUNDARY)
add [current_enemy_y], ENEMY_Y+BOUNDARY
.no_newline:
jmp .loopit
.alldead:
cmp [alldeadb], 0
je .enemy_end
mov [status], 6
ret
.enemy_end:
cmp [alien_x], 5
jge @f
call random_generator
cmp eax,0xffffffff/50 ; one out of 500 chances that it appears during this frame
jl .alien_end
mov [alien_x], SCREEN_X-ALIEN_X
@@:
push eax
mov eax, SCREEN_X ; mov eax, SCREEN_X
sub eax, dword [alien_x]
cmp eax, ALIEN_X
jle @f
mov eax, ALIEN_X
@@:
; stdcall getimg, img_alien, 0, 0, 10, ALIEN_Y, img_alienpiece
stdcall aimgtoimg, img_alien, [alien_x], ALIEN_Y_POS, vscreen, TRANSPARENCY
sub [alien_x], 5
pop eax
.alien_end:
ret
render_bullet:
cmp [bullet_y], BULLETSPEED
jl .nobullet
sub [bullet_y], BULLETSPEED
stdcall aimgtoimg, img_bullet, [bullet_x], [bullet_y], vscreen, TRANSPARENCY
.nobullet:
ret
bullet_collision_detection:
cmp [bullet_y], BULLETSPEED ; does the bullet hit top of the screen?
jle .hidebullet ; yes, hide bullet
mov edi, enemy_table
mov eax, [enemy_x]
mov [current_enemy_x], eax
mov eax, [enemy_y]
mov [current_enemy_y], eax
.check:
cmp byte[edi],0 ; is the enemy at this position alive?
je .nextcheck ; no, try next enemy
; check if bullet hits current enemy
mov eax, [current_enemy_y] ; move the enemy y position into eax
cmp [bullet_y], eax ; is the bullet's y position less than eax (enemy y pos)
jl .nextcheck ; yes, bullet can't be colliding, check next enemy
add eax, ENEMY_Y ; add the width of the enemy to the enemy's y position (wich is still stored in eax)
cmp [bullet_y], eax ; is the bullet's y position greater than eax (the end of the enemy)
jg .nextcheck ; yes, bullet can't be colliding, check next enemy
mov eax, [current_enemy_x] ; now do the same but for the x positions
cmp [bullet_x], eax ;
jl .nextcheck ;
;
add eax, ENEMY_Y ;
cmp [bullet_x], eax ;
jg .nextcheck ;
jmp .hit
.nextcheck:
inc edi
add [current_enemy_x], ENEMY_X+BOUNDARY
mov eax, [current_enemy_x]
sub eax, [enemy_x]
cmp eax, 5*(ENEMY_X+BOUNDARY)
jl .no_newline
sub [current_enemy_x], 5*(ENEMY_X+BOUNDARY)
add [current_enemy_y], ENEMY_Y+BOUNDARY
.no_newline:
cmp edi, enemy_table+20 ; is this the last enemy?
jg .nohit ; yes, none of them was hit
jmp .check ; no, check if enemy is alive and draw it
.hit:
movzx ebx, byte[edi] ; mov the enemy number onto ebx
add [score], ebx ; add this number to the score dword
mov eax,[score]
call convertscore
mov byte[edi],0 ; hide the enemy
.hidebullet:
mov [bullet_y], 1 ; mov the bullet to top of screen (hide it)
jmp .noalienhit
.nohit:
mov eax, [alien_x] ; check if we hit the big alien in the ufo
cmp [bullet_x], eax
jl .noalienhit
add eax, ALIEN_X-BULLET_X
cmp [bullet_x], eax
jg .noalienhit
cmp [bullet_y], ALIEN_Y_POS+ALIEN_Y
jg .noalienhit
add [score], 100/5
mov eax, [score]
call convertscore
mov [alien_x], 0
.noalienhit:
ret
convertscore:
test al,1
jz .1
mov byte[scorenumb+5],'5'
jmp .2
.1:
mov byte[scorenumb+5],'0'
.2:
shr eax,1
mov ecx,10
xor edx,edx
div ecx
add dl,'0'
mov byte[scorenumb+4],dl
xor edx,edx
div ecx
add dl,'0'
mov byte[scorenumb+3],dl
xor edx,edx
div ecx
add dl,'0'
mov byte[scorenumb+2],dl
xor edx,edx
div ecx
add dl,'0'
mov byte[scorenumb+1],dl
xor edx,edx
div ecx
add dl,'0'
mov byte[scorenumb+0],dl
ret
fillscreen: ; eax - screen color ( 0x00RRGGBB )
mov edi, vscreen+8
cld
mov ecx, SCREEN_X*SCREEN_Y
.lab1:
mov [edi], eax
add edi, 3
loop .lab1
ret
printtext:
push ebx
.loop:
lodsb
test al, al
jz .done
cmp al, 13
je .nextline
cmp al,' '
je .space
cmp al,'0'
jl .loop
cmp al,'9'
jle .usenumbers
cmp al,'z'
jg .loop
cmp al,'a'
jge .usesmallfont
cmp al,'Z'
jg .loop
cmp al,'A'
jge .usebigfont
jmp .loop
.usesmallfont:
movzx edx, al
sub edx, 'a'
mov eax, 12
mul edx
stdcall getimg, img_smallfont, 0, eax, 20, 12, img_char
push ecx
add ecx, 4
stdcall aimgtoimg, img_char, ebx, ecx, vscreen, TRANSPARENCY
pop ecx
add ebx, 20
jmp .loop
.usebigfont:
movzx edx, al
sub edx, 'A'
mov eax, 20
mul edx
stdcall getimg, img_bigfont, 0, eax, 28, 20, img_char
stdcall aimgtoimg, img_char, ebx, ecx, vscreen, TRANSPARENCY
add ebx, 28
jmp .loop
.usenumbers:
movzx edx, al
sub edx, '0'
mov eax, 20
mul edx
stdcall getimg, img_numbers, 0, eax, 16, 20, img_char
stdcall aimgtoimg, img_char, ebx, ecx, vscreen, TRANSPARENCY
add ebx, 20
jmp .loop
.space:
add ebx, 20
jmp .loop
.nextline:
pop ebx
push ebx
add ecx, 26
jmp .loop
.done:
pop ebx
ret
init_starfield:
mov ebx, STARS
.loop:
cmp ebx, STARS+(STARS_*5)
jge .done
call random_generator
and al, STARLEVELS
test al,al
jnz @f
inc al
@@:
mov byte[ebx],al
call random_generator
and eax, SCREEN_X-1
inc eax
mov word[ebx+1],ax
call random_generator
and eax, SCREEN_Y-1
inc eax
mov word[ebx+3],ax
add ebx, 5
jmp .loop
.done:
ret
render_starfield:
mov esi, STARS
.loop:
cmp esi, STARS+(STARS_*5)
jge .done
movzx eax, byte[esi] ; z (speed, brightness)
movzx ebx, word[esi+1] ; x
movzx ecx, word[esi+3] ; y
add bx, ax
cmp bx, SCREEN_X
jl .moveit
xor ebx, ebx
inc ebx
call random_generator
mov ecx, [generator]
and ecx, SCREEN_Y-1
inc ecx
mov word[esi+3], cx
call random_generator
and al, STARLEVELS
test al, al
jnz @f
inc al
@@:
mov [esi], al
.moveit:
mov word[esi+1], bx
movzx eax, byte[esi]
inc eax
mov edx, 0xff/(STARLEVELS+1)
mul edx
mov ah, al
shl eax, 8
mov al, ah
mov ebp, eax
mov eax, SCREEN_X
mul ecx
add eax, ebx
mov edx, 3
mul edx
cmp eax, SCREEN_X*SCREEN_Y*3
jg @f
add eax, vscreen+8
and dword[eax], 0xff000000
or dword[eax], ebp
@@:
add esi, 5
jmp .loop
.done:
ret
random_generator: ; (pseudo random, actually :)
xor eax, [generator]
imul eax, 214013
xor eax, 0xdeadbeef
rol eax, 9
mov [generator], eax
ror eax, 16
and eax, 0x7fff
ret
level1:
db 4,4,4,4,4
db 3,3,3,3,3
db 2,2,2,2,2
db 1,1,1,1,1
level2:
db 4,1,3,1,4
db 4,3,2,3,4
db 0,4,1,4,0
db 0,0,2,0,0
level3:
db 1,5,5,5,1
db 1,2,2,2,1
db 3,1,2,1,3
db 4,3,1,3,4
level4:
db 4,5,2,5,4
db 5,3,3,3,5
db 4,5,4,5,4
db 1,5,5,5,1
level5:
db 5,4,3,4,5
db 5,4,4,4,5
db 4,5,4,5,4
db 3,5,1,5,3
level6:
db 1,2,5,4,5
db 5,4,5,2,1
db 1,2,5,4,5
db 1,1,5,1,1
level7:
db 1,2,3,2,1
db 1,3,3,3,1
db 3,4,3,4,3
db 5,5,5,5,5
level8:
db 1,2,3,4,5
db 3,5,3,5,4
db 4,2,3,2,3
db 5,4,3,2,1
enemy_table:
db 0,0,0,0,0
db 0,0,0,0,0
db 0,0,0,0,0
db 0,0,0,0,0
msgAbout db 'Hidnplayrs invaders',13,'KolibriOS version',13,13,'released under GPL',13,'make this game better',13,'if you want to',0
title db 'Invaders',0
msgdone db 'You have saved the planet!',0
entername db 'Enter your name highscorer!',0
highscorefile db 'invaders.dat',0
points_50 db '5 pt',0
points_100 db '10 pt',0
points_150 db '15 pt',0
points_200 db '20 pt',0
points_250 db '25 pt',0
points_1000 db '100 pt',0
ship_x dd SHIP_X_POS
enemy_x dd 0
enemy_y dd 0
enemy_d db 0
current_enemy_x dd 0
current_enemy_y dd 0
bullet_x dd 0
bullet_y dd 1
score dd 0
alldeadb db 0
status db 0 ; status: 0=menu 1=game 2=gameover 3=paused 4=about 5=highscorelist 6=levelup 7=highscore...
menu db 0 ; menu: 0=start 1=about 2=highscores 3=exit...
generator dd 0x45dd4d15
alien_x dd 0
;drawroutine dd 0
returnaddr dd 0
intro dw 0
scoretext db 'score '
scorenumb db 0,0,0,0,0,0,0
leveltext db 'level '
levelnumb db 0,0,0
lives db 0
level db 1
enemy_speed db 1
namepos db 0
name db 0x11,0x11,0x11,0x11,0x11,0x11,0x11,0x11,0x11,0x0d,0x00
enemy_img_list:
dd img_enemy1
dd img_enemy2
dd img_enemy3
dd img_enemy4
dd img_enemy5
gif_bullet file 'bullet2.gif'
.size = $ - gif_bullet
gif_bullet2 file 'bullet2.gif'
.size = $ - gif_bullet2
gif_ship file 'ship.gif'
.size = $ - gif_ship
gif_enemy1 file 'enemy1.gif'
.size = $ - gif_enemy1
gif_enemy2 file 'enemy2.gif'
.size = $ - gif_enemy2
gif_enemy3 file 'enemy3.gif'
.size = $ - gif_enemy3
gif_enemy4 file 'enemy4.gif'
.size = $ - gif_enemy4
gif_enemy5 file 'enemy5.gif'
.size = $ - gif_enemy5
gif_alien file 'alien.gif'
.size = $ - gif_alien
gif_menu1 file 'menu1.gif'
.size = $ - gif_menu1
gif_menu2 file 'menu2.gif'
.size = $ - gif_menu2
gif_menu3 file 'menu3.gif'
.size = $ - gif_menu3
gif_menu4 file 'menu4.gif'
.size = $ - gif_menu3
gif_logo file 'logo.gif'
.size = $ - gif_logo
gif_pause file 'pause.gif'
.size = $ - gif_pause
gif_highscore file 'highscores.gif'
.size = $ - gif_highscore
gif_smallfont file 'font_small.gif'
.size = $ - gif_smallfont
gif_bigfont file 'font_capital.gif'
.size = $ - gif_bigfont
gif_numbers file 'numbers.gif'
.size = $ - gif_numbers
gif_levelup file 'nextlevel.gif'
.size = $ - gif_levelup
gif_gameover file 'gameover.gif'
.size = $ - gif_gameover
align 16
@IMPORT:
library \
libimg , 'libimg.obj'
import libimg , \
libimg.init , 'lib_init' , \
img.decode , 'img_decode' , \
img.to_rgb2 , 'img_to_rgb2', \
img.destroy , 'img_destroy'
vscreen:
dd SCREEN_X
dd SCREEN_Y
rb SCREEN_X*SCREEN_Y*3
IM_END:
STARS rb STARS_*5
img_bullet rb BULLET_X*BULLET_Y*3+8
img_bullet2 rb BULLET_X*BULLET_Y*3+8
img_ship rb SHIP_X*SHIP_Y*3+8
img_enemy1 rb ENEMY_X*ENEMY_Y*3+8
img_enemy2 rb ENEMY_X*ENEMY_Y*3+8
img_enemy3 rb ENEMY_X*ENEMY_Y*3+8
img_enemy4 rb ENEMY_X*ENEMY_Y*3+8
img_enemy5 rb ENEMY_X*ENEMY_Y*3+8
img_alien rb ALIEN_X*ALIEN_Y*3+8
img_menu1 rb 220*18*3+8
img_menu2 rb 135*18*3+8
img_menu3 rb 245*18*3+8
img_menu4 rb 110*18*3+8
img_logo rb 40*540*3+8
img_pause rb 40*320*3+8
img_levelup rb 40*320*3+8
img_gameover rb 40*320*3+8
img_highscore rb 40*530*3+8
img_smallfont rb 20*312*3+8
img_bigfont rb 28*520*3+8
img_numbers rb 16*200*3+8
img_char rb 28*20*3+8
img_alienpiece rb ALIEN_X*ALIEN_Y*3+8
highscorebuffer rb 1024
I_END: