kolibrios/programs/tetris/trunk/key.inc

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UP_KEY equ 178 ; the ascii keycodes of some keys
DOWN_KEY equ 177
LEFT_KEY equ 176
RIGHT_KEY equ 179
ENTER_KEY equ 13
ESCAPE_KEY equ 27
key:
mov eax,2 ; Read key ascii and store it into ah
int 0x40
cmp ah,LEFT_KEY ; Check if left key is pressed
jne no_left
cmp byte[status],'1'
jne no_left
go_left:
dec dword [current_block_x]
call check_crash
jz no_left
inc dword [current_block_x]
no_left:
cmp ah,RIGHT_KEY ; Check if right key is pressed
jne no_right
cmp byte[status],'1'
jne no_right
go_right:
inc dword [current_block_x]
call check_crash
jz no_right
dec dword [current_block_x]
no_right:
cmp ah,UP_KEY ; Compare pressed key with up key
jne no_up ; Jump to nu_up if up key isnt pressed
cmp byte[status],'0' ; Check if menu is running
jne no_menu2 ; Jump to no_up ifgame isnt running
cmp byte[menu],'0' ; Compare menu state with 0
jne no_menu0 ; Jump to no_menu0 if menu state isnt zero
mov byte[menu],'3' ; Change menu state to 2
call draw_window ; Redraw the window
jmp no_menu2 ; Jump to no_menu2
no_menu0:
dec byte[menu] ; menu state = menu state - 1
call draw_window ; Redraw the window
no_menu2:
cmp byte[status],'1' ; Compare game state with 1
jne no_up ; Jump to no_up if game state isnt 1 (if game isnt running)
call rotate_block
no_up:
cmp ah,DOWN_KEY ; Check if down key is pressed
jne no_down
cmp byte[status],'0'
jne no_menu3
cmp byte[menu],'3'
jne no_menu1
mov byte[menu],'0'
call draw_window
jmp no_menu3
no_menu1:
inc byte[menu]
call draw_window
no_menu3:
cmp byte[status],'1'
jne no_down
inc dword [current_block_y]
call check_crash
jne block_crash
jmp still
no_down:
cmp ah,'n' ; Check if n key is pressed
jne no_n
jmp new_game
no_n:
cmp ah,'p' ; Check if p key is pressed
jne no_p
cmp byte[status],'2'
je unpause
cmp byte[status],'1' ; add this two line or p will work
jne no_p ; when your still in the menu
mov byte[status],'2'
call draw_window
jmp attesa
unpause:
mov byte[status],'1'
call draw_window
jmp still
no_p:
cmp byte[status],'0'
jne no_menu
no_menu:
cmp byte[status],'1'
jne no_game
no_game:
cmp byte[status],'2'
jne no_pause1
no_pause1:
cmp ah,ENTER_KEY ; Check if enter key is pressed
jne no_enter
cmp byte[status],'0'
jne no_enter
call exemenu
no_enter:
cmp ah,ESCAPE_KEY ; Check if escape key is pressed
jne no_escape
cmp byte[status],'0'
jne no_instr1
mov eax,-1
int 0x40
no_instr1:
cmp byte[status],'1'
jne no_menu4
mov byte[status],'0'
call draw_window
no_menu4:
cmp byte[status],'3'
jne no_menu5
mov byte[status],'0'
call draw_window
no_menu5:
cmp byte[status],'4'
jne no_escape
mov byte[status],'0'
call draw_window
no_escape:
cmp byte[status],'1'
jne still
jmp scendi
ret