snake: version 0.5

git-svn-id: svn://kolibrios.org@1566 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
Ivan Baravy 2010-08-14 13:58:36 +00:00
parent 5c5ccb819d
commit 54fadda10d
6 changed files with 1355 additions and 332 deletions

View File

@ -1,12 +1,12 @@
;;===First_menu_mode===========================================================================================================
First_menu:
mcall 40,111b ; set events: standart
mov [is_new_record], 0
call Show_cursor
mov [snake_length_x2], 6
mov word[snake_dots], 0x0303
mov dword[snake_dots+2], 0x03050304
mov [snake_napravlenie], 3
mov [snake_napravlenie_next], 3
mov [score], 0
call Set_first_level_of_play_mode
.redraw:
mcall 12,1
@ -18,9 +18,10 @@ First_menu:
add ecx, dword[window_height]
mcall 0, , ,[window_style], ,window_title
call Draw_decorations
call Draw_first_menu_picture
call Draw_menu_strings
call Draw_decorations
call Draw_first_menu_picture
call Draw_menu_strings
call Draw_buttons
mcall 12,2
@ -38,7 +39,28 @@ First_menu:
shr eax, 8 ; we should do it to get the real button code
cmp eax, 1 ; is it close button?
je Exit ; if so, jump to quit...
je Save_do_smth_else_and_exit ; if so, jump to quit...
cmp eax, 0xD0 ; 'play' button?
je Level_begin
cmp eax, 0xD1 ; 'exit' button?
je Save_do_smth_else_and_exit
cmp eax, 0xD2 ; change play mode button?
jne @f
call Change_play_mode
call Delete_buttons
call Draw_buttons
jmp .still ; jump to wait for another event
@@:
cmp eax, 0xD3 ; '+INC+' button?
jne @f
call Increase_geometry
jmp .redraw ; jump to wait for another event
@@:
cmp eax, 0xD4 ; '-dec-' button?
jne @f
call Decrease_geometry
jmp .redraw ; jump to wait for another event
@@:
jmp .still ; jump to wait for another event
@ -47,12 +69,16 @@ First_menu:
mcall 2 ; get keycode
cmp ah, 0x1B ; Escape
je Exit
je Save_do_smth_else_and_exit
cmp ah, 0x0D ; Enter
je Level_begin
cmp ah, 0x20 ; Space
je Level_begin
jne @f
call Change_play_mode
call Delete_buttons
call Draw_buttons
jmp .still ; jump to wait for another event
@@:
jmp .still ; jump to wait for another event
;;---First_menu_mode-----------------------------------------------------------------------------------------------------------
@ -63,14 +89,14 @@ First_menu:
Draw_first_menu_picture:
;;===Draw_first_menu_picture================================================================================================
mov ax, 0*0x100+29
mov cx, 1*0x100+6
mov ax, 2*0x100+24
mov cx, 1*0x100+5
mov edx, [snake_picture_color]
mov esi, picture_first_menu_snake
call Draw_picture
mov ax, 9*0x100+11
mov cx, 9*0x100+5
mov ax, 3*0x100+11
mov cx, 8*0x100+5
mov edx, [version_picture_color]
mov esi, picture_first_menu_version
call Draw_picture
@ -81,17 +107,17 @@ Draw_first_menu_picture:
Draw_menu_strings:
;;===Make_menu_strings=========================================================================================
;;===Make_menu_strings======================================================================================================
mov ebx, [window_width]
shr ebx, 1
sub ebx, (press_esc_to_exit-press_to_start-1)*3+6
sub ebx, press_to_start.size*3+6
shl ebx, 16
add ebx, dword[bottom_middle_strings]
mcall 4, ,[navigation_strings_color],press_to_start
mov ebx, [window_width]
shr ebx, 1
sub ebx, (string_congratulations-press_esc_to_exit-1)*3+6
sub ebx, press_esc_to_exit.size*3+6
shl ebx, 16
add ebx, [top_strings]
mcall , ,[navigation_strings_color],press_esc_to_exit
@ -99,6 +125,176 @@ Draw_menu_strings:
ret
;;---Make_menu_strings-----------------------------------------------------------------------------------------
;;---Make_menu_strings------------------------------------------------------------------------------------------------------
;;---Some_functions------------------------------------------------------------------------------------------------------------
Draw_buttons:
;;===Draw_buttons===========================================================================================================
mov ebx, [button_x_left]
shl ebx, 16
mov bx, word[button_width_short]
mov ecx, [button_y_top]
shl ecx, 16
add cx, word[button_height]
mcall 8, , ,0x000000D0,[button_color] ; top left button
shr ecx, 16
mov bx, cx
mov edx, [button_height]
shr edx, 1
sub edx, 3 ; ~half of font height
add bx, dx
ror ebx, 16
mov edx, [button_width_short]
shr edx, 1
sub edx, string_button_play.size*3
add bx, dx
ror ebx, 16
mcall 4, ,[button_text_color],string_button_play
mov ebx, [button_x_right]
shl ebx, 16
mov bx, word[button_width_short]
mov ecx, [button_y_top]
shl ecx, 16
add cx, word[button_height]
mcall 8, , ,0x000000D1, ; top right button
shr ecx, 16
mov bx, cx
mov edx, [button_height]
shr edx, 1
sub edx, 3 ; ~half of font height
add bx, dx
ror ebx, 16
mov edx, [button_width_short]
shr edx, 1
sub edx, string_button_exit.size*3
add bx, dx
ror ebx, 16
mcall 4, ,[button_text_color],string_button_exit
mov ebx, [button_x_left]
shl ebx, 16
mov bx, word[button_width_long]
mov ecx, [button_y_middle]
shl ecx, 16
add cx, word[button_height]
mcall 8, , ,0x000000D2, ; middle button
shr ecx, 16
mov bx, cx
mov edi, [button_height]
shr edi, 1
sub edi, 3 ; ~half of font height
add bx, di
ror ebx, 16
mov edi, [button_width_long]
shr edi, 1
cmp [play_mode], 0
jne @f
sub edi, string_button_pm_classic.size*3
mov edx, string_button_pm_classic
jmp .skip
@@:
sub edi, string_button_pm_levels.size*3
mov edx, string_button_pm_levels
.skip:
add bx, di
ror ebx, 16
mcall 4, ,[button_text_color],
mov ebx, [button_x_left]
shl ebx, 16
mov bx, word[button_width_short]
mov ecx, [button_y_bottom]
shl ecx, 16
add cx, word[button_height]
mcall 8, , ,0x000000D3, ; bottom left button
shr ecx, 16
mov bx, cx
mov edx, [button_height]
shr edx, 1
sub edx, 3 ; ~half of font height
add bx, dx
ror ebx, 16
mov edx, [button_width_short]
shr edx, 1
sub edx, string_button_inc.size*3
add bx, dx
ror ebx, 16
mcall 4, ,[button_text_color],string_button_inc
mov ebx, [button_x_right]
shl ebx, 16
mov bx, word[button_width_short]
mov ecx, [button_y_bottom]
shl ecx, 16
add cx, word[button_height]
mcall 8, , ,0x000000D4,
shr ecx, 16
mov bx, cx
mov edx, [button_height]
shr edx, 1
sub edx, 3 ; ~half of font height
add bx, dx
ror ebx, 16
mov edx, [button_width_short]
shr edx, 1
sub edx, string_button_dec.size*3
add bx, dx
ror ebx, 16
mcall 4, ,[button_text_color],string_button_dec
ret
;;---Draw_buttons----------------------------------------------------------------------------------------------------------
Delete_buttons:
;;===Delete_buttons========================================================================================================
mcall 8,,,0x800000D0
mcall ,,,0x800000D1
mcall ,,,0x800000D2
mcall ,,,0x800000D3
mcall ,,,0x800000D4
ret
;;---Delete_buttons--------------------------------------------------------------------------------------------------------
Change_play_mode:
;;===Change_play_mode======================================================================================================
cmp [play_mode], LEVELS_MODE
jne @f
mov [play_mode], CLASSIC_MODE
mov [cur_level_number], 0
ret
@@:
inc [play_mode]
call Set_first_level_of_play_mode
ret
;;---Change_play_mode------------------------------------------------------------------------------------------------------
Set_first_level_of_play_mode:
;;===Set_first_level_of_play_mode==========================================================================================
cmp [play_mode], CLASSIC_MODE
jne @f
mov [cur_level_number], CLASSIC_MODE_FIRST_LEVEL
@@:
cmp [play_mode], LEVELS_MODE
jne @f
mov [cur_level_number], LEVELS_MODE_FIRST_LEVEL
@@:
ret
;;---Set_first_level_of_play_mode-------------------------------------------------------------------------------------------
;;---Some_functions-------------------------------------------------------------------------------------------------------------

View File

@ -2,11 +2,22 @@
Game_over:
mov ebx, [score]
cmp ebx, [hi_score]
jng .redraw
call Show_cursor
mov ebx, [score]
cmp [play_mode], CLASSIC_MODE
jne @f
cmp ebx, [hi_score_classic]
jng .redraw
mov [is_new_record], 1
jmp .done
@@:
cmp ebx, [hi_score_levels]
jng .redraw
mov [is_new_record], 1
jmp .done
.done:
mcall 40,100111b ; set events: standart + mouse
@ -38,8 +49,7 @@ Game_over:
.mouse: ; mouse event received
push dword edit1
call [edit_box.mouse]
invoke edit_box.mouse, edit1
jmp .still
@ -47,28 +57,21 @@ Game_over:
.key: ; a key was pressed
mcall 2 ; get keycode
cmp [is_new_record], 1
jnz .key.skip
cmp [is_new_record], 1
je .key.is_record
cmp ah, 0x1B ; Escape - go to menu
jne .still
jmp First_menu
.key.is_record:
cmp ah, 0x0D ; Enter
jnz @f
call Score_and_name_store
mov [is_new_record], 0
mcall 40,111b ; set events: standart
jmp First_menu
@@:
push dword edit1
call [edit_box.key]
invoke edit_box.key, edit1
jmp .still
.key.skip:
cmp ah, 0x1B ; Escape - go to menu
jne .still
mcall 40,111b ; set events: standart
jmp First_menu
.button: ; a button was pressed
@ -76,7 +79,7 @@ Game_over:
shr eax, 8 ; we should do it to get the real button code
cmp eax, 1
je Exit
je Save_do_smth_else_and_exit
jmp .still
@ -88,10 +91,19 @@ Game_over:
Draw_game_over_picture:
;;===Draw_game_over_picture================================================================================================
mov ax, 0*0x100+29
cmp [is_new_record], 1
je @f
mov ax, 1*0x100+26
mov cx, 1*0x100+13
mov edx, [game_over_picture_color]
mov esi, picture_game_over
jmp .done
@@:
mov ax, 5*0x100+17
mov cx, 1*0x100+12
mov edx, [you_win_picture_color]
mov esi, picture_you_win
.done:
call Draw_picture
ret
@ -107,37 +119,33 @@ Draw_game_over_strings:
mov ebx, [window_width]
shr ebx, 1
sub ebx, (string_enter_your_name-string_congratulations-1+8)*3+6
sub ebx, string_congratulations.size*3+6*6
shl ebx, 16
add ebx, [bottom_top_strings]
mcall 4, ,[game_over_strings_color],string_congratulations
mov ebx, [window_width]
shr ebx, 1
sub ebx, (strings_end-string_enter_your_name-1+8)*3+6
; add ebx, (strings_end-string_enter_your_name)*6
sub ebx, string_enter_your_name.size*3+6*6
shl ebx, 16
add ebx, [bottom_bottom_strings]
mcall , , ,string_enter_your_name
mov ebx, [window_width]
shr ebx, 1
sub ebx, (press_to_start-string_apply_name_enter-1)*3+6
sub ebx, string_apply_name_enter.size*3
shl ebx, 16
add ebx, [top_strings]
mcall , ,[navigation_strings_color],string_apply_name_enter
mov edx, [window_width]
shr edx, 1
sub edx, (string_enter_your_name-string_congratulations-1+8)*3+7
add edx, (string_enter_your_name-string_congratulations)*6
add edx, string_congratulations.size*3-6*6-1
shl edx, 16
add edx, dword[bottom_top_strings]
mcall 47,0x00070000,[score], ,[game_over_hiscore_color]
mov ebx, [window_width]
shr ebx, 1
sub ebx, (strings_end-string_enter_your_name-1+8)*3+9
add ebx, (strings_end-string_enter_your_name)*6
mov [edit1+0x04], ebx
push dword edit1
call [edit_box.draw]
add ebx, string_enter_your_name.size*3-6*6-3
mov [edit1.left], ebx
invoke edit_box.draw, edit1
ret
@ -153,8 +161,28 @@ Draw_game_over_strings:
Score_and_name_store:
;;===Name_store============================================================================================================
invoke ini.set_str, cur_dir_path, aScore, aChampion_name, hed, 15
invoke ini.set_int, cur_dir_path, aScore, aHiscore, [score]
mov esi, hed
cmp [play_mode], CLASSIC_MODE
jne @f
mov edi, champion_name_classic
jmp .done
@@:
mov edi, champion_name_levels
.done:
mov ecx, CHAMPION_NAME_LENGTH
rep movsb
mov eax, [score]
cmp [play_mode], CLASSIC_MODE
jne @f
mov [hi_score_classic], eax
jmp .done2
@@:
mov [hi_score_levels], eax
.done2:
ret

View File

@ -2,31 +2,13 @@
Level_begin:
mov [score], 0
mov [action], 0
mov eax, [gw_mul_gh]
sub eax, 3
mov [number_of_free_dots], ax
invoke ini.get_str, cur_dir_path, aScore, aChampion_name, champion_name, 15, champion_name
invoke ini.get_int, cur_dir_path, aScore, aHiscore, 0
test eax, eax
jz @f
mov dword [hi_score], eax
@@:
mov esi, start_map
mov edi, field_map
mov ecx, [gw_mul_gh]
shr ecx, 2
rep movsd
call Load_level
call Get_eat
Level_body:
;;===Level_body========================================================================================================
call Hide_cursor
mcall 26, 9
mov [time_before_waiting], eax
mov eax, [time_wait_limit]
@ -43,6 +25,7 @@ mcall 26, 9
mcall 0, , ,[window_style], ,window_title
call Draw_decorations
call Draw_stones
call Draw_snake
call Draw_eat
call Draw_level_strings
@ -82,6 +65,16 @@ mcall 26, 9
jz .button ;
.button: ; ¯à®æ¥¤ãà  ®¡à ¡®ª¨ ª­®¯®ª ¢ ¯à®£à ¬¬¥
mcall 17 ; äã­ªæ¨ï 17: ¯®«ãç¨âì ­®¬¥à ­ ¦ â®© ª­®¯ª¨
shr eax, 8 ; ᤢ¨£ ¥¬ ॣ¨áâà eax ­  8 ¡¨â ¢¯à ¢®, çâ®¡ë ¯®«ãç¨âì ­®¬¥à ­ ¦ â®© ª­®¯ª¨
cmp eax, 1
je Save_do_smth_else_and_exit ; ¥á«¨ íâ® ­¥ ª­®¯ª  1 (§ à¥§¥à¢¨à®¢ ­  á¨á⥬®© ª ª ª­®¯ª  § ªàëâ¨ï ¯à®£à ¬¬ë), ¯à®¯ã᪠¥¬ 2 á«¥¤ãî騥 áâà®çª¨ ª®¤ 
jmp .still
.key:
mcall 2 ; get keycode
@ -101,135 +94,124 @@ mcall 26, 9
jmp .still ; jump to wait for another event
.button: ; ŻŕŽćĽ¤ăŕ  ŽĄŕ ĄŽŞ¨ Ş­ŽŻŽŞ ˘ ŻŕŽŁŕ ŹŹĽ
mcall 17 ; äă­Şć¨ď 17: ŻŽŤăç¨âě ­ŽŹĽŕ ­ Ś âŽŠ Ş­ŽŻŞ¨
shr eax, 8 ; ᤢ¨Ł ĽŹ ༣¨áâŕ eax ­  8 Ą¨â ˘Żŕ ˘Ž, çâŽĄë ŻŽŤăç¨âě ­ŽŹĽŕ ­ Ś âŽŠ Ş­ŽŻŞ¨
cmp eax, 1
je Exit ; ĽáŤ¨ í⎠­Ľ Ş­ŽŻŞ  1 (§ ŕĽ§Ľŕ˘¨ŕŽ˘ ­  á¨á⼏ŽŠ Ş Ş Ş­ŽŻŞ  § Şŕëâ¨ď ŻŕŽŁŕ ŹŹë), ŻŕŽŻă᪠ĽŹ 2 ፼¤ăî騼 áâŕŽçި ŞŽ¤ 
jmp .still
.key.left:
bts dword[action], 0
bts [action], 0
jc @f
mov [time_to_wait], 0
@@:
mov [snake_napravlenie_next], LEFT
mov [snake_direction_next], LEFT
jmp .still
.key.down:
bts dword[action], 0
bts [action], 0
jc @f
mov [time_to_wait], 0
@@:
mov [snake_napravlenie_next], DOWN
mov [snake_direction_next], DOWN
jmp .still
.key.up:
bts dword[action], 0
bts [action], 0
jc @f
mov [time_to_wait], 0
@@:
mov [snake_napravlenie_next], UP
mov [snake_direction_next], UP
jmp .still
.key.right:
bts dword[action], 0
bts [action], 0
jc @f
mov [time_to_wait], 0
@@:
mov [snake_napravlenie_next], RIGHT
mov [snake_direction_next], RIGHT
jmp .still
Game_step:
cmp [snake_napravlenie], LEFT ; are we moving to left?
cmp [snake_direction], LEFT ; are we moving to left?
jz .left
cmp [snake_napravlenie], DOWN ; ... down?
cmp [snake_direction], DOWN ; ... down?
jz .down
cmp [snake_napravlenie], UP ; ... up?
cmp [snake_direction], UP ; ... up?
jz .up
jmp .right ; then right
.left:
cmp [snake_napravlenie_next], RIGHT ; next step is to right?
jz .with_rewerse
jmp .without_rewerse
cmp [snake_direction_next], RIGHT ; next step is to right?
jz .with_reverse
jmp .without_reverse
.down:
cmp [snake_napravlenie_next], UP ; next step is to up?
jz .with_rewerse
jmp .without_rewerse
cmp [snake_direction_next], UP ; next step is to up?
jz .with_reverse
jmp .without_reverse
.up:
cmp [snake_napravlenie_next], DOWN ; next step is to bottom?
jz .with_rewerse
jmp .without_rewerse
cmp [snake_direction_next], DOWN ; next step is to bottom?
jz .with_reverse
jmp .without_reverse
.right:
cmp [snake_napravlenie_next], LEFT ; next step is to left?
jz .with_rewerse
jmp .without_rewerse
cmp [snake_direction_next], LEFT ; next step is to left?
jz .with_reverse
jmp .without_reverse
.with_rewerse:
call Set_reverse_napravlenie
.with_reverse:
call Set_reverse_direction
call Reverse
.without_rewerse:
; mov [time_to_wait], 0
.without_reverse:
mov edx, snake_dots-2
add edx, [snake_length_x2]
cmp [snake_napravlenie_next], LEFT
cmp [snake_direction_next], LEFT
je .to_left
cmp [snake_napravlenie_next], DOWN
cmp [snake_direction_next], DOWN
je .to_down
cmp [snake_napravlenie_next], UP
cmp [snake_direction_next], UP
je .to_up
cmp [snake_napravlenie_next], RIGHT
cmp [snake_direction_next], RIGHT
je .to_right
.to_left:
mov [snake_napravlenie], LEFT
mov [snake_direction], LEFT
mov ax, [edx]
dec al
cmp al, -1
jne @f
mov al, byte[g_w]
mov al, GRID_WIDTH
dec al
@@:
jmp Snake_move
.to_down:
mov [snake_napravlenie], DOWN
mov [snake_direction], DOWN
mov ax, [edx]
inc ah
cmp ah, byte[g_h]
cmp ah, GRID_HEIGHT
jne @f
mov ah, 0
@@:
jmp Snake_move
.to_up:
mov [snake_napravlenie], UP
mov [snake_direction], UP
mov ax, [edx]
dec ah
cmp ah, -1
jne @f
mov ah, byte[g_h]
mov ah, GRID_HEIGHT
dec ah
@@:
jmp Snake_move
.to_right:
mov [snake_napravlenie], RIGHT
mov [snake_direction], RIGHT
mov ax, [edx]
inc al
cmp al, byte[g_w]
cmp al, GRID_WIDTH
jne @f
mov al, 0
@@:
@ -285,7 +267,7 @@ Draw_level_strings:
mov ebx, [window_width]
shr ebx, 1
sub ebx, (string_resume_space-string_pause_space-1)*3+6
sub ebx, string_pause_space.size*3+6
shl ebx, 16
add ebx, [top_strings]
mcall 4, ,[navigation_strings_color],string_pause_space ; Draw 'PAUSE - SPACE' string
@ -298,6 +280,26 @@ Draw_level_strings:
call Draw_hiscore_string
call Draw_hiscore_number
cmp [play_mode], LEVELS_MODE
jne @f
mov ebx, [window_width]
shr ebx, 3
sub ebx, 5
shl ebx, 16
add ebx, [bottom_bottom_strings]
mcall 4, ,[level_string_color],string_level
mov edx, [window_width]
shr edx, 3
sub edx, 5+1
add edx, string_level.size*6
shl edx, 16
add edx, [bottom_bottom_strings]
mcall 47,0x00020000,[cur_level_number], ,[level_number_color],[background_color]
@@:
ret
;;---Draw_level_strings------------------------------------------------------------------------------------------------
@ -368,7 +370,7 @@ Get_eat:
.place_found:
sub ebx, field_map
mov eax, ebx
mov bl, byte[g_w]
mov bl, GRID_WIDTH
div bl
xchg al, ah
@ -395,8 +397,8 @@ Sdvig:
;;---Sdvig-------------------------------------------------------------------------------------------------------------
Set_reverse_napravlenie:
;;===Set_reverse_napravlenie===========================================================================================
Set_reverse_direction:
;;===Set_reverse_direction==================================================================================================
mov eax, snake_dots
mov ebx, snake_dots+2
@ -410,32 +412,32 @@ Set_reverse_napravlenie:
cmp cl, 0
jne .skip2
mov dl, byte[g_w]
mov dl, GRID_WIDTH
dec dl
cmp ch, dl
jne .Normal_y_ravny
mov [snake_napravlenie_next], RIGHT
mov [snake_direction_next], RIGHT
ret
.skip2:
mov dl, byte[g_w]
mov dl, GRID_WIDTH
dec dl
cmp cl, dl
jne .Normal_y_ravny
cmp ch, 0
jne .Normal_y_ravny
mov [snake_napravlenie_next], LEFT
mov [snake_direction_next], LEFT
ret
.Normal_y_ravny:
cmp cl, ch
jg .Napravlenie_to_right
mov [snake_napravlenie_next], LEFT
mov [snake_direction_next], LEFT
ret
.Napravlenie_to_right:
mov [snake_napravlenie_next], RIGHT
mov [snake_direction_next], RIGHT
ret
.X_ravny:
@ -447,40 +449,40 @@ Set_reverse_napravlenie:
cmp cl, 0
jne .skip3
mov dl, byte[g_h]
mov dl, GRID_HEIGHT
dec dl
cmp ch, dl
jne .Normal_x_ravny
mov [snake_napravlenie_next], DOWN
mov [snake_direction_next], DOWN
ret
.skip3:
mov dl, byte[g_h]
mov dl, GRID_HEIGHT
dec dl
cmp ch, dl
jne .Normal_x_ravny
cmp ch, 0
jne .Normal_x_ravny
mov [snake_napravlenie_next], UP
mov [snake_direction_next], UP
ret
.Normal_x_ravny:
cmp cl, ch ; !!!
jg .Napravlenie_to_down ; 0 1 2 ...
mov [snake_napravlenie_next], UP ; 1
mov [snake_direction_next], UP ; 1
ret ; 2
; .
.Napravlenie_to_down: ; .
mov [snake_napravlenie_next], DOWN ; .
mov [snake_direction_next], DOWN ; .
ret
;;---Set_reverse_napravlenie-------------------------------------------------------------------------------------------
;;---Set_reverse_direction--------------------------------------------------------------------------------------------------
Snake_move:
;;===Snake_move========================================================================================================
;;===Snake_move=============================================================================================================
;; in :
;; ax = coord's of new head
;; edx = snake_dots+[snake_length_x2]-2 (snake head)
@ -493,8 +495,8 @@ Snake_move:
add [snake_length_x2], 2
add [score], SCORE_EAT
dec word[number_of_free_dots]
cmp word[number_of_free_dots], 0
dec [number_of_free_dots]
cmp [number_of_free_dots], 0
je Game_over
mov ax, word[eat]
mov cl, 1
@ -539,6 +541,13 @@ Snake_move:
dec [score]
call Draw_score_number
@@:
cmp [play_mode], LEVELS_MODE
jne @f
cmp [snake_length_x2], (EAT_TO_END_LEVEL+3)*2
je Do_smth_between_levels
@@:
mcall 26, 9
mov [time_before_waiting], eax
mov eax, [time_wait_limit]
@ -547,4 +556,112 @@ Snake_move:
;;---Snake_move------------------------------------------------------------------------------------------------------------
Do_smth_between_levels:
;;===Do_smth_between_levels================================================================================================
inc [cur_level_number]
cmp [cur_level_number], LAST_LEVEL_NUMBER+1
jne @f
mov [cur_level_number], LEVELS_MODE_FIRST_LEVEL
@@:
call Draw_splash
@@:
mcall 2
cmp eax, 1
jne @b
jmp Level_begin
;;---Do_smth_between_levels------------------------------------------------------------------------------------------------
Draw_splash:
;;===Draw_splash===========================================================================================================
mov al, 0
mov cl, GRID_WIDTH-1
mov edx, [splash_background_color]
.draw:
mov bh, GRID_HEIGHT-1
mov bl, al
@@:
call Draw_square
sub bh, 2
cmp bh, 0
jg @b
inc al
mov bh, GRID_HEIGHT-2
mov bl, cl
@@:
call Draw_square
sub bh, 2
cmp bh, 0
jnl @b
dec cl
cmp cl, 0
jl @f
push eax ebx
mcall 5,PAUSE_WHILE_DRAWING_SPLASH
pop ebx eax
jmp .draw
@@:
mov ax, 2*0x100+24
mov cx, 1*0x100+5
mov edx, [splash_level_string_color]
mov esi, picture_level
call Draw_picture
mov eax, [cur_level_number]
mov dl, 10
div dl
push ax
mov esi, digits_font
@@:
test al, al
jz @f
add esi, 20
dec al
jmp @b
@@:
mov ax, 9*0x100+4
mov cx, 8*0x100+5
mov edx, [splash_level_number_color]
call Draw_picture
pop ax
mov esi, digits_font
@@:
test ah, ah
jz @f
add esi, 20
dec ah
jmp @b
@@:
mov ax, 15*0x100+4
mov cx, 8*0x100+5
mov edx, [splash_level_number_color]
call Draw_picture
mcall 5,PAUSE_BETWEEN_LEVELS
ret
;;---Draw_splash-----------------------------------------------------------------------------------------------------------
;;---Some_functions------------------------------------------------------------------------------------------------------------

View File

@ -2,6 +2,7 @@
Pause_mode:
call Show_cursor
mov [action], 0
mov eax, [time_wait_limit]
mov [time_to_wait], eax
@ -37,7 +38,7 @@ Pause_mode:
shr eax, 8 ; we should do it to get the real button code
cmp eax, 1
je Exit
je Save_do_smth_else_and_exit
jmp .still
@ -60,7 +61,7 @@ Pause_mode:
Draw_pause_picture:
;;===Draw_pause_picture========================================================================================================
mov ax, 0*0x100+29
mov ax, 2*0x100+24
mov cx, 4*0x100+6
mov edx, [pause_picture_color]
mov esi, picture_pause
@ -76,7 +77,7 @@ Draw_pause_strings:
mov ebx, [window_width]
shr ebx, 1
sub ebx, (string_menu_esc-string_resume_space-1)*3+6
sub ebx, string_resume_space.size*3+6
shl ebx, 16
add ebx, dword[bottom_middle_strings]
mcall 4, ,[navigation_strings_color],string_resume_space ; Show 'RESUME - SPACE' string

File diff suppressed because it is too large Load Diff

View File

@ -2,13 +2,9 @@
[Preferences]
Speed=80
; SLOW == 0 <= Speed <= 100 == FAST
Square_side_length=19
; in pixels
; recommended minimum is 8 (strings don't overlap)
; for nice look at low Square_side_length try Theme_ultra_black
Theme=Theme_standard
; Theme name to use
; See [Theme_*] below for available themes
; See [Theme_*] sections below for available themes
; Name of any theme must be shorter than 30 chars
;;---Common_preferences-------------------------------------------------
@ -31,13 +27,16 @@ Decorations = 2
Background_color = 0,0,0
Decorations_color = 170,170,0
Snake_color = 17,17,255
Snake_head_color = 17,17,255
Snake_head_color = 107,107,255
; by default Snake_head_color is equal to Snake_color, so the snake has no head
Snake_picture_color = 68,136,255
; color of big 'SNAKE' label at start menu
Version_picture_color = 85,255,85
Pause_picture_color = 17,255,17
Game_over_picture_color = 255,17,17
; ... if you end game without new record
You_win_picture_color = 255,255,17
; ... if you end game with new record
Navigation_string_color = 255,119,119
; color of 'PRESS * to *' and like this strings
Game_over_string_color = 255,153,0
@ -46,34 +45,60 @@ Game_over_hiscore_color = 255,221,68
; color of new hiscore and champion name on game_over screen
Eat_color = 255,255,17
Score_number_color = 255,255,255
; color of "SCORE : " string at the left bottom screen part
Score_string_color = 255,255,255
; color of digits after "SCORE : "
Level_string_color = 255,255,255
; color of "LEVEL : " string at the left bottom screen part
Level_number_color = 255,255,255
; color of digits after "LEVEL : "
Hiscore_number_color = 255,255,255
Hiscore_string_color = 255,255,255
Champion_string_color = 255,255,255
Champion_name_color = 255,255,255
Edit_box_selection_color= 0,176,0
Button_color = 221,221,221
; color of buttons 'play', 'exit' etc at start menu
Button_text_color = 0,0,0
; color of the text on these buttons
Stone_color = 95,135,0
Splash_background_color = 170,170,0
; background color for "LEVEL ??" label between levels
Splash_level_string_color= 0,0,0
; color of "LEVEL" label
Splash_level_number_color= 0,0,0
; color of two level number digits on splash between levels
[Theme_light]
Decorations = 2
Background_color = 245,245,245
Decorations_color = 55,55,55
Snake_color = 215,115,215
Snake_head_color = 215,115,215
Snake_color = 225,125,225
Snake_head_color = 255,125,55
Snake_picture_color = 105,155,205
Version_picture_color = 155,255,0
Pause_picture_color = 75,255,75
Game_over_picture_color = 225,125,105
You_win_picture_color = 55,255,155
Navigation_string_color = 205,105,105
Game_over_string_color = 205,105,105
Game_over_hiscore_color = 205,85,85
Eat_color = 255,255,55
Game_over_hiscore_color = 205,75,75
Eat_color = 225,225,25
Score_number_color = 100,100,255
Score_string_color = 100,100,255
Level_string_color = 100,100,255
Level_number_color = 100,100,255
Hiscore_number_color = 100,100,255
Hiscore_string_color = 100,100,255
Champion_string_color = 100,100,255
Champion_name_color = 100,100,255
Edit_box_selection_color= 0,176,0
Button_color = 221,221,221
Button_text_color = 0,0,0
Stone_color = 105,185,255
Splash_background_color = 185,255,185
Splash_level_string_color= 165,165,255
Splash_level_number_color= 255,165,165
[Theme_ultra_white]
Decorations = 10
@ -85,17 +110,26 @@ Snake_picture_color = 30,30,30
Version_picture_color = 70,70,70
Pause_picture_color = 30,30,30
Game_over_picture_color = 30,30,30
You_win_picture_color = 105,105,105
Navigation_string_color = 255,255,255
Game_over_string_color = 30,30,30
Game_over_hiscore_color = 0,0,0
Eat_color = 0,255,0
Score_number_color = 0,0,0
Score_string_color = 255,255,255
Level_string_color = 255,255,255
Level_number_color = 255,255,255
Hiscore_number_color = 0,0,0
Hiscore_string_color = 255,255,255
Champion_string_color = 255,255,255
Champion_name_color = 255,255,255
Edit_box_selection_color= 176,176,176
Button_color = 221,221,221
Button_text_color = 0,0,0
Stone_color = 145,145,145
Splash_background_color = 205,205,205
Splash_level_string_color= 255,255,255
Splash_level_number_color= 255,255,255
[Theme_ultra_black]
Decorations = 6
@ -107,25 +141,35 @@ Snake_picture_color = 255,255,255
Version_picture_color = 225,225,225
Pause_picture_color = 225,225,225
Game_over_picture_color = 225,225,225
You_win_picture_color = 255,255,255
Navigation_string_color = 0,0,0
Game_over_string_color = 225,225,225
Game_over_hiscore_color = 225,225,225
Eat_color = 255,0,0
Score_number_color = 255,255,255
Score_string_color = 255,255,255
Level_string_color = 0,0,0
Level_number_color = 0,0,0
Hiscore_number_color = 255,255,255
Hiscore_string_color = 255,255,255
Champion_string_color = 0,0,0
Champion_name_color = 0,0,0
Edit_box_selection_color= 100,100,100
Button_color = 221,221,221
Button_text_color = 0,0,0
Stone_color = 145,145,145
Splash_background_color = 30,30,30
Splash_level_string_color= 255,255,255
Splash_level_number_color= 255,255,255
[Theme_your_theme_here]
[Theme_your_theme_name]
;;---Visual_themes------------------------------------------------------
; !!! DON'T WRITE ANYTHING AFTER THIS LINE: 'Score' SECTION IS WRITABLE AND YOU WILL LOST THIS DATA !!!
;;===Section_of_results=================================================
[Score]
Hiscore=777
Champion_name=
;;===Reserved_Section===================================================
[Reserved]
Square_side_length=19
Champion_name_classic=
Hiscore_classic=777
Champion_name_levels=
Hiscore_levels=222