forked from KolibriOS/kolibrios
251d03d5f0
git-svn-id: svn://kolibrios.org@9241 a494cfbc-eb01-0410-851d-a64ba20cac60
1232 lines
32 KiB
NASM
1232 lines
32 KiB
NASM
;
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; Phoenix Game. Based on ASCL Library
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;
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;**********************************************************************
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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 IM_END ; size of image
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dd I_END ; memory for app
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dd I_END ; esp stack position
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dd 0x0 , 0x0 ; I_Param , I_Icon
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;**********************************************************************
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include 'lang.inc' ; for SVN 'lang.inc'
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include '../../../macros.inc' ; for SVN '..\..\..\macros.inc;'
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include 'ascl.inc' ; main
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include 'ascgl.inc' ; graphics
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include 'ascpoal.inc' ; processing object array
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include 'ascgml.inc' ; game library for collision detection
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; debug flags
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keyboard_debug=0 ; Set to 1 to view all keyboard keys state in game
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light_space=0 ; May used for check canvas position in window
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debug_scenario=0 ; May used for fast test of gameplay
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stack_leak_debug=0 ; Show stack size on screen
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debug_mode=1 ; Support keys:
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; A - set player hp = 10000. Make player ship undestructible
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; E - player hp / 2
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; W - view final screen after game begin
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screen_w equ 640
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screen_h equ 440
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;screen_w equ 1014
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;screen_h equ 739
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; Define special colors
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cl_DarkRed equ 0x990000
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cl_Orange equ 0xbbbb00
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; Define objects type id
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EmptyObject equ 0
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; This numbers not possible for modify because draw_objects:
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BlueWarShip equ 1
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GreenWarShip equ 2
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Asteroid equ 3
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Box equ 4
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Laser equ 1
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Plasma equ 2
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StaticPlasma equ 3
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;**************************************************************
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; Start of programm
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;**************************************************************
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START: ; start of execution
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max_particles = 400
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particle_size = 20
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mov [particles],dword max_particles
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mov [particles+4],dword particle_size
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max_objects = 100
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object_size = 20
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mov [objects],dword max_objects
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mov [objects+4],dword object_size
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keyboard_set_input_mode 1 ; 0 - ASCII; 1 - scancodes;
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;giftoimg gif_file_area2,canvas
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giftoimg gif_file_area,objects_image
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; load sprites
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mov cl,9 ; cl - counter
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xor esi,esi ; esi = 0
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lea edi,[ship_img] ; address of first sprite
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load_sprite:
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pushad
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getimg objects_image,esi,0,32,32,edi
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popad
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add edi,8+32*32*3 ; incrase offest of image data
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add esi,32 ; incrase x position
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dec cl
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jnz load_sprite
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set_main_menu:
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mov ebx,-1 ; at start event_mode = -1
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lea ecx,[draw_main_window]
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lea edx,[menu_keyboard]
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set_draw_proc:
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; assembler extract command ; for use only bl
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mov [event_mode],ebx
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mov [draw_proc],ecx
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mov [keyboard_proc],edx
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; at first draw window
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main_menu:
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redraw_event: ; redraw event appears if user move, show/hide window
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call draw_window
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no_event:
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call [draw_proc] ; no event no requre draw_window for no flickering
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if stack_leak_debug = 1
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; stack memory leak debug
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lea ebp,[I_END]
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sub ebp,esp
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outcount ebp,10,30,cl_Green,5*65536
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end if
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menu_loop:
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;wait_event redraw_event,keyboard_event,button_event
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mov eax,10 ; wait event
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mov ebx,[event_mode]
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cmp ebx,-1 ; ebx delay for mcall 23
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je wait_ev
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mov eax,23 ; time event
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wait_ev:
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mcall
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dec eax
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js no_event
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jz redraw_event
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dec eax
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jz keyboard_event
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dec eax
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jz button_event
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jmp menu_loop ; if unknown event, skip it
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keyboard_event: ; keyboard event if user press button
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call [keyboard_proc]
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jmp menu_loop
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button_event:
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window_get_button
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cmp ah,1 ; if button id=1 (Red X of window) then close app
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je close_app
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cmp ah,2 ; if button id=2 then close app
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je close_app
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cmp ah,3 ; if button id=3 then start game
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je start_game
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cmp ah,4 ; if button id=3 then show help menu
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je set_help_window ; jmp with redraw window
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cmp ah,5 ; if button id=5 then back to main menu
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je set_main_menu ; jmp with redraw window
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cmp ah,6
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je next_level ; run next level
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cmp ah,7
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je restart_lev ; restart level from gameover
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cmp ah,9
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je set_game_window ; back to game from menu
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jmp menu_loop
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close_app:
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mov eax,-1 ; close this program
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mcall
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menu_keyboard:
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; nothing do
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window_get_key
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ret
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;***********************
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; Main screen menu
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;***********************
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draw_main_window:
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draw_label 160,160,'Phoenix',cl_Red+font_size_x8
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draw_button 3,300,320,60,14,'START',cl_DarkRed,cl_Yellow
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draw_button 4,300,340,60,14,'HELP',cl_DarkRed,cl_Yellow
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draw_button 2,300,360,60,14,'EXIT',cl_DarkRed,cl_Yellow
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ret
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;**********************
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; End level process
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;**********************
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set_end_level_window_from_call:
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add esp,4 ; remove call address from stack
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set_end_level_window:
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lea edx,[menu_keyboard]
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mov ebx,-1
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lea ecx,[draw_end_level_window]
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jmp set_draw_proc
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draw_end_level_window:
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draw_frect 170,130,300,190,cl_Grey
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draw_label 280,150,'LEVEL COMPLETE',cl_Black
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draw_button 2,180,300,80,14,'EXIT',cl_DarkRed,cl_Black
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draw_button 5,280,300,80,14,'<MENU>',cl_DarkRed,cl_Black
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draw_button 6,380,300,80,14,'NEXT >',cl_DarkRed,cl_Black
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draw_image 180,170,bwarship_img
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draw_number [bships_destroyed],240,185,cl_Blue,3*65536
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draw_image 180,210,gwarship_img
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draw_number [gships_destroyed],240,225,cl_Green,3*65536
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draw_image 180,250,box_img
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draw_number [boxes_taken],240,265,cl_Orange,3*65536
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ret
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;**********************
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; Game Over process
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;**********************
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restart_lev:
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mov [next_wave_timer],0 ; Reset new wave timer
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prevpart:
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call get_wave_info_offset
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xor eax,eax
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mov ax,[ebp]
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dec eax ; If eax = 0 then start of level finded
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jz reset_all_varibles_and_restart_level
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dec [level_wave]
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jmp prevpart
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set_game_over_window_from_call:
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add esp,4
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set_game_over_window:
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lea edx,[menu_keyboard]
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mov ebx,-1
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lea ecx,[draw_game_over_window]
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jmp set_draw_proc
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draw_game_over_window:
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draw_frect 170,160,300,120,cl_Grey
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draw_label 292,200,'GAME OVER',cl_Black
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draw_button 2,180,260,80,14,'EXIT',cl_DarkRed,cl_Black
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draw_button 5,280,260,80,14,'MENU',cl_DarkRed,cl_Black
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draw_button 7,380,260,80,14,'RESTART',cl_DarkRed,cl_Black
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ret
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;***********************
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; Main game loop
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;***********************
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next_level:
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mov [next_wave_timer],0 ; Reset next wave timer
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inc [level_wave] ; Next wave
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start_game:
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; Set canvas size before logo is showed
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image_set_size canvas,screen_w,screen_h
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; Clear all, and prepeare varibles before start
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reset_all_varibles_and_restart_level:
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; Clear objects arrays
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mov eax,0
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cld
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mov edi,particles+8
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mov ecx,max_particles*particle_size/4
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rep stosd
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mov edi,objects+8
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mov ecx,max_objects*object_size/4
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rep stosd
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; Reset keyboard state array
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clear_buffer keymap, 128, 0
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; Reset player ship state
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mov [player_hp],100
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mov [shipx],screen_w/2-16 ; Player ship x start position
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mov [shipy],screen_h-40 ; Player ship y start position
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mov [laser_shoots],1000 ; Laser projectiles at start
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mov [plasma_shoots],500 ; Plasma projectiles at start
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; Reset counters and gun charge values
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xor eax,eax
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mov [boxes_taken],eax
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mov [gships_destroyed],eax
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mov [bships_destroyed],eax
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mov [laser_charge],eax
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mov [plasma_charge],eax
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set_game_window:
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lea edx,[ingame_keyboard]
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lea ecx,[draw_game_window]
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mov ebx,2 ; time_event ebx = 2 ms
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jmp set_draw_proc
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draw_game_window:
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draw_image 5,24,canvas
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xor eax,eax ; Use eax as zero for compare
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cmp [pause_on],eax ; If pause = 0 nothing do
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je no_pause
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ret
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no_pause:
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cmp [player_hp],eax ; If player_hp < 0 game over
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jl set_game_over_window_from_call
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cmp [laser_charge],eax
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je no_dec_laser_charge
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dec dword [laser_charge] ; If laser_charge > 0 decrase it
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no_dec_laser_charge:
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cmp [plasma_charge],eax
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je no_dec_plasma_charge
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dec dword [plasma_charge] ; If plasma_charge > 0 decrase it
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no_dec_plasma_charge:
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; new wave test
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inc dword [next_wave_timer]
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call get_wave_info_offset
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mov ax,[ebp] ; [ebp] = time to activate string
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cwde ; extend ax to eax
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cmp [next_wave_timer],eax
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jne no_next_wave
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add_new_wave_of_objects:
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mov cl,[ebp+4+0] ; cl = count of ships
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mov ch,GreenWarShip ; ch = type of object
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mov ebx,0x09040302 ; ebx = [xmoving]:[xaccel]:[ymoving]:[yaccel]
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call add_objects ; add objects
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mov cl,[ebp+4+1] ; cl = count of ships
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mov ch,BlueWarShip ; ch = type of object
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mov ebx,0x03010306 ; ebx = random ranges : x = -1..1 y = -6..-4
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call add_objects ; add objects
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mov cl,[ebp+4+2] ; cl = count of asteroids
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mov ch,Asteroid ; ch = type of object
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mov ebx,0x05020502 ; ebx = [xmoving]:[xaccel]:[ymoving]:[yaccel]
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call add_objects ; add objects
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mov cl,[ebp+4+3] ; cl = count of boxes
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mov ch,Box ; ch = type of object
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mov ebx,0x05020401 ; ebx = [xmoving]:[xaccel]:[ymoving]:[yaccel]
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call add_objects ; add objects
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mov [next_wave_timer],0 ; Reset next wave timer
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inc [level_wave] ; Next wave
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no_next_wave:
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; Calculate all active objects on screen
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xor eax,eax ; Use eax as zero
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mov [objects_num],eax
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array_processing objects,endtest ; ar_proc not modify eax, ebx
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xor eax,eax ; Use eax as zero
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cmp [objects_num],eax ; If [objects_num] != 0, level is not complete
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jnz level_not_complete
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call get_wave_info_offset
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mov ax,[ebp+2] ; ax = maxyrange
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cwde ; extend ax to eax
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xor ebx,ebx ; Use ebx as zero for compare
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cmp eax,ebx ; If [ebp+2] of level = 0, this is end of level
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je set_end_level_window_from_call ; Show player score
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dec ebx ; Use ebx as -1 for compare
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cmp eax,ebx
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je set_final_screen_window_from_call ; Show final animation
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level_not_complete:
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no_end_lev:
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; Key state processing
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cmp byte [keymap+key_Right],0
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je no_key_right
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add dword [shipx],6
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no_key_right:
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cmp byte [keymap+key_Left],0
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je no_key_left
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sub dword [shipx],6
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no_key_left:
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cmp byte [keymap+key_Space],0
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je no_key_lshoot
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call try_to_make_laser_shoot
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;call try_to_make_plasma_shoot
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no_key_lshoot:
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cmp byte [keymap+key_Up],0
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je no_key_pshoot
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;call try_to_make_plasma_nuke
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call try_to_make_plasma_shoot
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no_key_pshoot:
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cmp byte [keymap+key_Down],0
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je no_key_pnuke
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call try_to_make_plasma_nuke
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;call try_to_make_laser_shoot
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no_key_pnuke:
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; Ship position correction (clamp macro)
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cmp [shipx],5
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jnl @f
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mov [shipx],5
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@@:
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cmp [shipx],screen_w-32-5
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jng @f
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mov [shipx],screen_w-32-5
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@@:
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mov al,7
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if light_space = 1
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mov al,255
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end if
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clear_buffer canvas+8,canvas_end-canvas-8,al
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compmas objects,particles,objects_and_particles_hit_handling
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; move objects and particles
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array_processing objects,move_objects
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array_processing particles,move_particles
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; remove particles out of screen
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array_processing particles,remove_outofscr_particles
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; objects and particles collision test
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array_processing objects,player_and_objects_collision_handling
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array_processing particles,player_and_particles_collision_handling
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; draw objects and particles
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array_processing objects,draw_objects
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array_processing particles,draw_particles
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; draw player ship
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image_draw_acimage canvas,ship_img,[shipx],[shipy],cl_Black
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; Draw info indicators
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draw_frect 150,5,64,5,cl_Black
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mov eax,[plasma_charge]
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sub eax,256
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neg eax
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shr eax,2
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draw_frect 150,5,eax,5,cl_Cyan
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draw_frect 150,12,64,5,cl_Black
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mov eax,[laser_charge]
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sub eax,8
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neg eax
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shl eax,3
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draw_frect 150,12,eax,5,cl_Yellow
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draw_frect 220,2,6*5+2 ,9,cl_Grey
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draw_number [plasma_shoots],221,3,cl_Cyan,5*65536
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draw_frect 220,11,6*5+2 ,9,cl_Grey
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draw_number [laser_shoots],221,12,cl_Yellow,5*65536
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draw_frect 280,6,6*5+2 ,9,cl_Grey
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draw_number [gships_destroyed],281,7,cl_Green,5*65536
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draw_frect 320,6,6*5+2 ,9,cl_Grey
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draw_number [bships_destroyed],321,7,cl_Blue,5*65536
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draw_frect 360,6,6*5+2 ,9,cl_Grey
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draw_number [boxes_taken],361,7,0xffaa00,5*65536
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; number of objects in scene
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draw_frect 400,2,6*5+2 ,9,cl_Grey
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draw_number [objects_num],401,2,cl_Lime,5*65536
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draw_frect 400,11,6*5+2 ,9,cl_Grey
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draw_number [player_hp],401,12,cl_Red,5*65536
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draw_frect 450,11,6*5+2 ,9,cl_Grey
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draw_number [score],451,12,cl_Yellow,5*65536 ;+hide_zeros
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; print keyboard keys state as string for debug
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if keyboard_debug = 1
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mov ebx,10*65536+40
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mov edx,keymap
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mov esi,128
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mov ecx,cl_White
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mov eax,4
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mcall
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end if
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ret
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; Proc for calculate active objects on screen
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; eax - empty object type = 0
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endtest:
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xor eax,eax
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cmp dword [edi+8],eax ; object is empty ?
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je is_free
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inc [objects_num]
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is_free:
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ret
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; Proc for get offest to current level wave information
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get_wave_info_offset:
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mov ebp,[level_wave]
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shl ebp,3 ; ebp = ebp*8; 8 - lenght of one string in levels array
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add ebp,levels ; ebp = offset to string in levels array
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ret
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; time_bwns - time before next wave start
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; yrmax - y random position maximum value
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macro objects_wave time_bnws, yrmax, gships, bships, asteroids, boxes{
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dw time_bnws, yrmax
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db gships, bships, asteroids, boxes
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}
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level_wave dd 0
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; this array may optimized
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levels:
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; for game not ended at start, each level must have objects set at start (1)
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; test pattern
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if debug_scenario = 1
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; two levels for debug game
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objects_wave 1, 10, 1, 2, 4, 8 ; objset at start
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objects_wave 0, 0, 0, 0, 0, 0
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objects_wave 1, 10, 3, 3, 3, 3 ; objset at start
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objects_wave 0, -1, 0, 0, 0, 0
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else
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; level 1
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objects_wave 1, 4000, 3, 10, 10, 0 ; objset at start
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objects_wave 800, 2000, 5, 3, 5, 3
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objects_wave 400, 2000, 3, 7, 5, 3
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objects_wave 400, 800, 3, 5, 3, 0
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objects_wave 0, 0, 0, 0, 0, 0 ; end of level
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; level 2
|
|
objects_wave 1, 4000, 10, 40, 0, 8 ; objset at start
|
|
objects_wave 400, 4000, 10, 10, 20, 6
|
|
objects_wave 400, 2000, 0, 20, 10, 2
|
|
objects_wave 400, 400, 10, 10, 20, 0
|
|
objects_wave 0, 0, 0, 0, 0, 0 ; end of game
|
|
; level 3
|
|
objects_wave 1, 800, 0, 0, 5, 5 ; objset at start
|
|
objects_wave 500, 2000, 4, 20, 30, 0
|
|
objects_wave 500, 2000, 4, 20, 0, 8
|
|
objects_wave 500, 2000, 10, 0, 0, 4
|
|
objects_wave 500, 4000, 0, 30, 0, 0
|
|
objects_wave 400, 400, 3, 5, 15, 0
|
|
objects_wave 400, 400, 0, 0, 10, 0
|
|
objects_wave 0, -1, 0, 0, 0, 0 ; end of level
|
|
end if
|
|
|
|
;***********************************
|
|
; In game keyboard
|
|
;***********************************
|
|
|
|
ingame_keyboard:
|
|
window_get_key ; read key (eax=2)
|
|
cmp al,0
|
|
jne this_is_hotkey
|
|
; ah - contain scan code, al = 0
|
|
shl eax,16
|
|
shr eax,24 ; equal shr eax,8 + and eax,0x0FF
|
|
; eax - contain scan code
|
|
|
|
cmp al,key_P+128
|
|
jne not_P_key_up_scan_code
|
|
not [pause_on]
|
|
not_P_key_up_scan_code:
|
|
|
|
if debug_mode = 1
|
|
cmp al,key_E ; player hp = player hp / 2
|
|
jne no_hp_test
|
|
shr [player_hp],1
|
|
no_hp_test:
|
|
cmp al,key_A ; player hp = 10000
|
|
jne no_hp_up
|
|
mov [player_hp],10000
|
|
no_hp_up:
|
|
cmp al,key_W ; Run final screen
|
|
je set_final_screen_window_from_call
|
|
end if
|
|
|
|
; Keyboard array update, needs sub state
|
|
cmp al,01111111b
|
|
ja key_released
|
|
mov byte [keymap+eax],'1' ; If scan code of key down
|
|
jmp key_pressed
|
|
key_released:
|
|
and al,01111111b
|
|
mov byte [keymap+eax],0 ; If scan code of key up
|
|
key_pressed:
|
|
this_is_hotkey:
|
|
ret
|
|
|
|
;**********************
|
|
; Final screen process
|
|
;**********************
|
|
|
|
set_final_screen_window_from_call:
|
|
add esp,4 ; Remove call address from stack
|
|
set_final_screen_window:
|
|
lea edx,[menu_keyboard]
|
|
mov ebx,1
|
|
lea ecx,[draw_final_screen_window]
|
|
jmp set_draw_proc
|
|
|
|
you_won_text: db 'YOU WON!',0
|
|
|
|
draw_final_screen_window:
|
|
draw_image 5,24,canvas
|
|
logo_font_size equ 5
|
|
logo_x = 5+(screen_w/2)-(6*logo_font_size*8/2)
|
|
logo_y = screen_h/16*5
|
|
draw_label logo_x,logo_y,you_won_text,cl_White+((logo_font_size-1) shl 24)
|
|
;image_draw_label canvas,200,8,'YOU WON!',cl_White
|
|
draw_button 5,(screen_w/2)-40+5,300,80,14,'BACK TO MENU',cl_DarkRed,cl_Black
|
|
|
|
clear_buffer canvas+8,canvas_end-canvas-8,7
|
|
|
|
image_draw_acimage canvas,ship_img,(screen_w/2)-16,220,cl_Black
|
|
array_processing particles,draw_particles
|
|
array_processing particles,move_particles ; move particles
|
|
array_processing particles,remove_outofscr_particles ; del_outscreen_particles
|
|
|
|
try_to_make_firework:
|
|
inc [next_wave_timer]
|
|
cmp [next_wave_timer],30
|
|
jna no_firework
|
|
mov [next_wave_timer],0 ; reset firework timer before make firework
|
|
random screen_w-60,eax
|
|
mov ebx,eax
|
|
random screen_h-60,eax
|
|
mov edx,eax
|
|
mov ecx,8 ; how much particles make in one fire explode
|
|
next_star:
|
|
array_find particles,find_empty_object
|
|
jc close_app
|
|
mov [edi],ebx ; random x position
|
|
mov [edi+4],edx ; random y position
|
|
mov [edi+8],dword 3 ; type of partice = 3. final screen particle
|
|
rerand:
|
|
random 5,eax
|
|
sub eax,2
|
|
jz rerand ; eax = -2...2 exclude 0
|
|
mov [edi+12],eax ; x velocity
|
|
rerand2:
|
|
random 7,eax
|
|
sub eax,3
|
|
jz rerand2 ; eax = -3...3 exclude 0
|
|
mov [edi+16],eax ; y velocity
|
|
dec ecx
|
|
jnz next_star
|
|
no_firework:
|
|
ret
|
|
|
|
;***********************
|
|
; Help menu
|
|
;***********************
|
|
|
|
set_help_window:
|
|
lea edx,[menu_keyboard]
|
|
mov ebx,-1
|
|
lea ecx,[draw_help_window]
|
|
jmp set_draw_proc
|
|
|
|
draw_help_window:
|
|
; draw background and gray rectangle for label
|
|
;draw_frect canvas size cl_Black
|
|
draw_frect 40,50,580,380,cl_Grey
|
|
|
|
; draw labels
|
|
mov ebp,4*7+3 ; Set value to labels counter
|
|
mov ebx,180*65536+90
|
|
mov edx,helptext
|
|
mov esi,50
|
|
mov ecx,cl_White+(10000000b shl 24)
|
|
draw_next_string:
|
|
mov eax,4
|
|
mcall ; Draw label
|
|
@@:
|
|
mov al,[edx] ; Loop for find next zero
|
|
inc edx
|
|
cmp al,0
|
|
jne @b
|
|
|
|
add ebx,10 ; Incrase y position of label
|
|
dec ebp ; Decrase labels counter
|
|
jnz draw_next_string
|
|
|
|
; draw images of space objects
|
|
mov eax,90
|
|
mov ecx,7
|
|
@@:
|
|
mov esi,[(img_offset-4)+ecx*4]
|
|
pushad
|
|
draw_image 90,eax,esi
|
|
popad
|
|
add eax,40
|
|
dec ecx
|
|
jnz @b
|
|
|
|
draw_button 5,500,400,80,14,'< BACK',cl_DarkRed,cl_Black
|
|
ret
|
|
|
|
; Offset to images showed in help screen in reverse sequence
|
|
img_offset:
|
|
dd box_img,asteroid_img,gwarship_img,bwarship_img
|
|
dd plasma1_img,laser_img,ship_img
|
|
|
|
helptext:
|
|
db 'Phoenix - player ship',0
|
|
db 'Controls:',0
|
|
db 'Left or Right Arrows for move ship, P - button for pause',0
|
|
db 0
|
|
db 'Laser gun',0
|
|
db 'Recharge fast, speed fast. Projectile speed is medium',0
|
|
db 'Press Space button for shoot',0
|
|
db 0
|
|
db 'Plasma gun',0
|
|
db 'Recharge slow, reload fast. Projectile speed is fast',0
|
|
db 'Press Up button for shoot or Down button for make Nuke',0
|
|
db 0
|
|
db 'Blue warship',0
|
|
db 'Moving speed is fast',0
|
|
db 'Armed with plasma bombs',0
|
|
db 0
|
|
db 'Green warship',0
|
|
db 'Moving speed is medium',0
|
|
db 'Armed with laser gun',0
|
|
db 0
|
|
db 'Asteroid',0
|
|
db 'Is not destructable dangeros object!',0
|
|
db 'Collision with asteroid damage ship to much',0
|
|
db 0
|
|
db 'Repear Box',0
|
|
db 'Shield pack. Shield +5, Score +30',0
|
|
db 'Take on board for shield level up!',0
|
|
db 0,0,0
|
|
db 'Developed by Pavlushin Evgeni 2004',0
|
|
|
|
; ****************************************
|
|
; GLOBAL DRAW WINDOW
|
|
; ****************************************
|
|
|
|
draw_window:
|
|
window_begin_draw
|
|
mcall 0, <40, screen_w+9>, <40, screen_h+24+4>, 0x14000000,, wtitle
|
|
window_end_draw
|
|
ret
|
|
|
|
; ****************************************
|
|
; GAME PROCEDURE AREA
|
|
; ****************************************
|
|
|
|
; Procedure for add ships to scene
|
|
; cl - number of ships which need to add 0..255
|
|
; ebp - offset to level string
|
|
add_objects:
|
|
; unpack values from ebx
|
|
xor eax,eax
|
|
mov al,ch
|
|
mov [shiptype],eax
|
|
mov al,bl
|
|
mov [yaccel],eax
|
|
mov al,bh
|
|
mov [ymoving],eax
|
|
shr ebx,16
|
|
mov al,bl
|
|
mov [xaccel],eax
|
|
mov al,bh
|
|
mov [xmoving],eax
|
|
next_ship:
|
|
cmp cl,0
|
|
je no_ships ; if ships quantity = 0, exit from proc
|
|
push ecx
|
|
push ebp
|
|
; find empty slot in space objects array
|
|
array_find objects,find_empty_object
|
|
jc close_app
|
|
; edi = offset to empty place in array
|
|
mov eax,[shiptype]
|
|
mov dword [edi+8],eax ; store ship type
|
|
; Randomize x position
|
|
random screen_w-32,eax
|
|
mov [edi],eax
|
|
; Randomize y position
|
|
pop ebp
|
|
mov ax,[ebp+2] ; get max range
|
|
cwde ; extend ax to eax
|
|
random eax,eax
|
|
neg eax
|
|
mov [edi+4],eax
|
|
; Randomize x moving
|
|
random [xmoving],eax
|
|
sub eax,[xaccel]
|
|
mov [edi+12],eax
|
|
; Randomize y moving
|
|
random [ymoving],eax
|
|
add eax,[yaccel]
|
|
mov [edi+16],eax
|
|
pop ecx
|
|
dec cl
|
|
jnz next_ship
|
|
no_ships:
|
|
ret
|
|
|
|
; search empty slot in object array
|
|
find_empty_object:
|
|
cmp [edi+8],dword 0 ; if object type == 0 then it empty
|
|
je is_finded ; empty object is finded set CF = 0
|
|
; find_next
|
|
stc ; CF = 1
|
|
ret
|
|
is_finded:
|
|
clc ; CF = 0
|
|
ret
|
|
|
|
; Try to draw particle from particle array
|
|
draw_particles:
|
|
mov ecx,[edi+8] ; ecx - type of particle
|
|
cmp ecx,0 ; if type == 0 then do not draw object
|
|
je return
|
|
mov eax,laser_img
|
|
cmp ecx,Laser ; this is laser particle
|
|
je draw_space_object
|
|
mov eax,plasma2_img
|
|
cmp ecx,StaticPlasma ; particle type for final screen animation
|
|
je draw_space_object
|
|
random 3,ebx ; if else this is Plasma particle
|
|
mov eax,plasma1_img
|
|
dec ebx
|
|
jz draw_space_object
|
|
mov eax,plasma2_img
|
|
dec ebx
|
|
jz draw_space_object
|
|
mov eax,plasma3_img
|
|
jmp draw_space_object
|
|
|
|
; Draw space objects from array
|
|
draw_objects:
|
|
mov ecx,[edi+8] ; ecx = [edi+8] - type of ship
|
|
cmp ecx,0 ; if type of ship == 0 then not draw it
|
|
je return
|
|
cmp ecx,(ot_end-object_type)/4+1
|
|
jae return ; if type out of range ignore it
|
|
mov edx,[edi+4] ; edx = [edi+4] - y position of ship
|
|
cmp edx,screen_h-40
|
|
jg return
|
|
cmp edx,0 ; do not draw object if it y position is out of screen
|
|
jl return
|
|
mov eax,[(object_type-4)+ecx*4] ; -4 when types starts from 1 instead 0
|
|
draw_space_object:
|
|
image_draw_acimage canvas,eax,dword [edi],dword [edi+4],cl_Black
|
|
return:
|
|
ret
|
|
|
|
object_type: dd bwarship_img,gwarship_img,asteroid_img,box_img
|
|
ot_end:
|
|
|
|
; Update (move) particles (laser,plasma)
|
|
move_particles:
|
|
xor eax,eax
|
|
cmp [edi+8],eax ; Is object not empty ?
|
|
je this_is_empty_particle
|
|
move_particle:
|
|
mov eax,[edi+12]
|
|
add [edi],eax ; objectx + [edi+12]
|
|
mov eax,[edi+16]
|
|
add [edi+4],eax ; objecty + [edi+16]
|
|
this_is_empty_particle:
|
|
ret
|
|
|
|
; update (move) space objects (ships,asteroids,boxes)
|
|
move_objects:
|
|
xor eax,eax
|
|
cmp [edi+8],eax
|
|
je object_is_empty
|
|
;call move_particle
|
|
mov eax,[edi+12]
|
|
add [edi],eax
|
|
mov eax,[edi+16]
|
|
add [edi+4],eax
|
|
|
|
; Do not allow object to go out of screen from right side
|
|
mov eax,screen_w-32 ; eax = right side of screen
|
|
cmp dword [edi],eax
|
|
jng right_side_ok
|
|
mov dword [edi],eax
|
|
neg dword [edi+12]
|
|
jmp left_side_ok
|
|
right_side_ok:
|
|
; Do not allow object to go out of screen from left side
|
|
xor eax,eax ; eax = 0 - left side of screen
|
|
cmp dword [edi],eax
|
|
jnl left_side_ok
|
|
mov dword [edi],eax
|
|
neg dword [edi+12]
|
|
left_side_ok:
|
|
; If object out of screen remove it
|
|
cmp dword [edi+4],screen_h;-40
|
|
jng y_ok
|
|
mov dword [edi+8],0 ; Delete object
|
|
ret
|
|
y_ok:
|
|
cmp dword [edi+8],GreenWarShip ; Object is green enemy ship?
|
|
jne no_grs
|
|
mov eax,dword [edi+4] ; eax = y position of enemy ship
|
|
; alternative way is use random for shoot
|
|
cmp eax,100
|
|
jna no_grs
|
|
cmp eax,103
|
|
jna grs
|
|
cmp eax,200
|
|
jna no_grs
|
|
cmp eax,203
|
|
jna grs
|
|
cmp eax,300
|
|
jna no_grs
|
|
cmp eax,303
|
|
ja no_grs
|
|
grs:
|
|
; invert y moving direction and make shoot
|
|
neg dword [edi+12]
|
|
mov [temp],edi
|
|
array_find particles,find_empty_object
|
|
jc close_app
|
|
mov esi,[temp] ; edi contains address to free element
|
|
mov [edi+8],dword 1
|
|
mov [edi+12],dword 0
|
|
mov [edi+16],dword 10
|
|
jmp set_particle_position
|
|
no_grs:
|
|
cmp dword [edi+8],BlueWarShip ; object is blue enemy ship ?
|
|
jne no_bls
|
|
mov ecx,dword [edi+4]
|
|
cmp ecx,50
|
|
jna no_bls
|
|
cmp ecx,64
|
|
jna bls
|
|
cmp ecx,100
|
|
jna no_bls
|
|
cmp ecx,114
|
|
jna bls
|
|
cmp ecx,150
|
|
jna no_bls
|
|
cmp ecx,164
|
|
ja no_bls
|
|
bls:
|
|
; drop plasma mine
|
|
mov [temp],edi
|
|
array_find particles,find_empty_object
|
|
jc close_app
|
|
mov esi,[temp]
|
|
mov [edi+8],dword 2
|
|
mov [edi+12],dword 0
|
|
mov [edi+16],dword 5
|
|
set_particle_position:
|
|
mov eax,[esi]
|
|
mov [edi],eax ; Particle x = Ship x
|
|
mov eax,[esi+4]
|
|
mov [edi+4],eax ; Partcle y = Ship y
|
|
no_bls:
|
|
object_is_empty:
|
|
ret
|
|
|
|
; Remove particles that have gone out off screen
|
|
remove_outofscr_particles:
|
|
cmp dword [edi+4],40 ; test y position
|
|
jl del
|
|
cmp dword [edi+4],screen_h-40
|
|
jg del
|
|
cmp dword [edi],0 ; x test used for plasma shoots
|
|
jl del
|
|
cmp dword [edi],screen_w-32
|
|
jg del
|
|
ret ; do not delete
|
|
del:
|
|
xor eax,eax
|
|
mov [edi+8],eax ; [edi+8] = 0
|
|
not_del:
|
|
ret
|
|
|
|
objects_and_particles_hit_handling:
|
|
xor eax,eax
|
|
cmp [esi+8],eax
|
|
je no_hit
|
|
cmp [edi+8],eax ; If object is empty skip crush test
|
|
je no_hit
|
|
cmp [esi+16],eax
|
|
jg no_hit
|
|
|
|
mov eax,[esi]
|
|
shl eax,16
|
|
mov ax,word [esi+4]
|
|
mov ebx,32*65536+32
|
|
mov ecx,[edi]
|
|
shl ecx,16
|
|
mov cx,word [edi+4]
|
|
mov edx,32*65536+32
|
|
|
|
game_collision_2d eax,ebx,ecx,edx
|
|
jnc no_hit
|
|
|
|
cmp dword [edi+8],GreenWarShip
|
|
jne not_grship
|
|
inc [gships_destroyed]
|
|
add [score],30
|
|
jmp remove_object_and_particle
|
|
not_grship:
|
|
cmp dword [edi+8],BlueWarShip
|
|
jne not_blship
|
|
inc [bships_destroyed]
|
|
add [score],20
|
|
jmp remove_object_and_particle
|
|
not_blship:
|
|
cmp dword [edi+8],Asteroid
|
|
jne not_asteroid
|
|
cmp dword [edi+16],1 ; Asteroid have minimal speed?
|
|
je remove_only_particle
|
|
dec dword [edi+16] ; Decrase speed of asteroid
|
|
jmp remove_only_particle
|
|
not_asteroid:
|
|
remove_object_and_particle: ; When hit to ship or box
|
|
mov [edi+8],dword 0
|
|
remove_only_particle: ; When hit to asteroid
|
|
mov [esi+8],dword 0
|
|
no_hit:
|
|
ret
|
|
|
|
player_and_objects_collision_handling:
|
|
cmp [edi+8],dword 0
|
|
je no_obj_cr
|
|
|
|
mov eax,[shipx]
|
|
shl eax,16
|
|
mov ax,word [shipy]
|
|
mov ebx,32*65536+32
|
|
mov ecx,[edi]
|
|
shl ecx,16
|
|
mov cx,word [edi+4]
|
|
mov edx,32*65536+32
|
|
|
|
game_collision_2d eax,ebx,ecx,edx
|
|
jnc no_obj_cr
|
|
cmp dword [edi+8],Box ; if box
|
|
jne no_fbox
|
|
add [player_hp],5
|
|
add [score],50
|
|
mov [edi+8],dword 0 ; delete object
|
|
inc [boxes_taken]
|
|
ret
|
|
no_fbox:
|
|
sub [player_hp],16
|
|
mov [edi+8],dword 0 ; delete object
|
|
no_obj_cr:
|
|
ret
|
|
|
|
player_and_particles_collision_handling:
|
|
xor eax,eax ; use eax as zero
|
|
cmp [edi+8],eax ; empty object?
|
|
je no_gobj_cr
|
|
cmp [edi+16],eax ; is player ?
|
|
jl no_gobj_cr
|
|
|
|
mov eax,[shipx]
|
|
shl eax,16
|
|
mov ax,word [shipy]
|
|
mov ebx,32*65536+32
|
|
mov ecx,[edi]
|
|
shl ecx,16
|
|
mov cx,word [edi+4]
|
|
mov edx,32*65536+32
|
|
|
|
game_collision_2d eax,ebx,ecx,edx
|
|
jnc no_gobj_cr
|
|
sub [player_hp],4
|
|
mov [edi+8],dword 0 ; delete object
|
|
no_gobj_cr:
|
|
ret
|
|
|
|
;**************************
|
|
; Player ship shoot procs
|
|
;**************************
|
|
|
|
; Try to make laser shoot
|
|
try_to_make_laser_shoot:
|
|
cmp [laser_charge],dword 0
|
|
jne no_laser_shoot ; laser_shoots is heat, need time for recharge
|
|
cmp [laser_shoots],dword 0
|
|
je no_laser_shoot ; Don't shoot when so many laser particles on screen
|
|
array_find particles,find_empty_object ; edi = offset to emppty object
|
|
jc close_app ; ?
|
|
mov eax,[shipx]
|
|
mov [edi],eax ; 0 = x position of shoot
|
|
mov eax,[shipy]
|
|
mov [edi+4],eax ; 4 = y position of shoot
|
|
mov [edi+8],dword 1 ; 8 = 1 - laser type
|
|
mov [edi+12],dword 0 ; 12 = 0 - x speed
|
|
mov [edi+16],dword -12 ; 16 = -12 - y speed
|
|
mov [laser_charge],dword 8 ; Reset shoot timer
|
|
dec [laser_shoots] ; Decrase number of laser projectiles
|
|
no_laser_shoot:
|
|
ret
|
|
|
|
; Try to make plasma shoot
|
|
try_to_make_plasma_shoot:
|
|
cmp [plasma_charge],dword 256-16
|
|
jae no_plasma_shoot
|
|
cmp [plasma_shoots],0
|
|
je no_plasma_shoot
|
|
array_find particles,find_empty_object
|
|
; edi = off to free element
|
|
jc close_app ;?
|
|
mov eax,[shipx]
|
|
mov [edi],eax
|
|
mov eax,[shipy]
|
|
mov [edi+4],eax
|
|
mov [edi+8],dword 2 ; 8 = 2 - plasma
|
|
mov [edi+12],dword 0 ; 12 = 0 - x speed
|
|
mov [edi+16],dword -8 ; 16 = -8 - y speed
|
|
dec [plasma_shoots] ; Decrase number of plasma projectiles
|
|
add [plasma_charge],dword 8
|
|
cmp [plasma_charge],dword 256
|
|
jna no_plasma_shoot
|
|
mov [plasma_charge],256
|
|
no_plasma_shoot:
|
|
ret
|
|
|
|
; Try to make plasma nuke
|
|
try_to_make_plasma_nuke:
|
|
xor eax,eax ; Use eax as zero
|
|
cmp [plasma_charge],eax
|
|
jne no_plasma_nuke
|
|
cmp [plasma_shoots],eax
|
|
je no_plasma_nuke
|
|
mov eax,[shipy]
|
|
mov [temp3],eax
|
|
mov [temp2],dword 5
|
|
loopx2:
|
|
mov [temp],dword 10
|
|
loopx:
|
|
array_find particles,find_empty_object ; edi = offset to empty element
|
|
jc close_app
|
|
random 25,eax
|
|
mov ebp,eax
|
|
sub ebp,12
|
|
add ebp,[shipx]
|
|
mov [edi],ebp ; [edi] = random(0..25)-12+shipx
|
|
shr eax,3
|
|
random eax,eax
|
|
neg eax
|
|
add eax,[temp3]
|
|
mov [edi+4],eax
|
|
mov [edi+8],dword 2 ; 8 = 2 - plasma
|
|
random 5,eax
|
|
sub eax,2
|
|
mov [edi+12],eax
|
|
random 7,eax
|
|
sub eax,8
|
|
mov [edi+16],eax
|
|
dec [temp]
|
|
jnz loopx
|
|
sub [temp3],30 ; shipy - 30
|
|
dec [temp2]
|
|
jnz loopx2
|
|
mov [plasma_charge],dword 256 ; Wait for cannon
|
|
sub [plasma_shoots],50 ; -50 plasma bullets after nuke
|
|
no_plasma_nuke:
|
|
ret
|
|
|
|
; DATA AREA
|
|
IM_END:
|
|
wtitle db 'Phoenix for KOS', 0
|
|
|
|
score dd 0 ; player score
|
|
|
|
; Pause state, if != 0 then game on pause
|
|
pause_on dd 0
|
|
|
|
; Frames countdown timer until start of next wave
|
|
; If = 0 then activate to next wave
|
|
; next_wave_timer
|
|
next_wave_timer dd 0
|
|
|
|
;gif_file_area ~21500
|
|
;gif_file_area2:
|
|
;file 'phoenix.gif'
|
|
gif_file_area:
|
|
file 'objects.gif' ; Include gif file to code
|
|
|
|
IncludeUGlobals
|
|
|
|
; Window drawing function delegate (pointer)
|
|
draw_proc rd 1
|
|
; Keyboard processing function delegate (pointer)
|
|
keyboard_proc rd 1
|
|
|
|
; Counter of objects on screen
|
|
objects_num rd 1
|
|
|
|
player_hp rd 1 ; Health points of player ship
|
|
shipx rd 1 ; Player ship x position
|
|
shipy rd 1 ; Player ship y position
|
|
; guns
|
|
laser_shoots rd 1 ; laser bullets quantity
|
|
plasma_shoots rd 1 ; plasma bullets quantity
|
|
; Counters of player statistics
|
|
gships_destroyed rd 1 ; Number of green ships destroyed by player
|
|
bships_destroyed rd 1 ; Number of blue ships destroyed by player
|
|
boxes_taken rd 1 ; Number of repair boxes taken by player
|
|
; Gun recharge counters
|
|
; 0 = fully charged
|
|
; 256 = fully uncharged
|
|
laser_charge rd 1 ; Laser gun recharge counter
|
|
plasma_charge rd 1 ; Plasma gun recharge counter
|
|
|
|
; Tempory varibles
|
|
temp rd 1
|
|
temp2 rd 1
|
|
temp3 rd 1
|
|
|
|
event_mode rd 1 ; if -1 wait, 0 scan, n - n delay between events
|
|
|
|
; Tempory varibles for add_objects proc
|
|
shiptype rd 1
|
|
xmoving rd 1
|
|
ymoving rd 1
|
|
xaccel rd 1
|
|
yaccel rd 1
|
|
|
|
; Memory for contain not splitted image
|
|
objects_image: rb 8+288*32*3 ;8+256*64*3
|
|
; Images sequence extracted from objects_image
|
|
ship_img: rb 8+32*32*3 ; Player red space ship
|
|
laser_img: rb 8+32*32*3 ; Double laser beams
|
|
bwarship_img: rb 8+32*32*3 ; Blue enemy ship
|
|
gwarship_img: rb 8+32*32*3 ; Green enemy ship
|
|
asteroid_img: rb 8+32*32*3 ; Space asteroid
|
|
plasma1_img: rb 8+32*32*3 ; Plasma big flash
|
|
plasma2_img: rb 8+32*32*3 ; Plasma medium flash
|
|
plasma3_img: rb 8+32*32*3 ; Plasma small flash
|
|
box_img: rb 8+32*32*3 ; Repear kit box
|
|
|
|
; array for storing state of keyboard keys
|
|
keymap: rb 128
|
|
|
|
particles:
|
|
rd max_particles ; dword = maximum number of particle objects
|
|
rd particle_size ; dword = size of each particle object in bytes
|
|
rb max_particles*particle_size
|
|
|
|
objects:
|
|
rd max_objects ; dword = maximum number of particles
|
|
rd object_size ; dword = size of each object in bytes
|
|
rb max_objects*object_size
|
|
|
|
canvas:
|
|
rb 8+(screen_w*screen_h*3)
|
|
canvas_end:
|
|
|
|
; application stack size
|
|
align 16
|
|
stack_max:
|
|
rb 2048
|
|
I_END: |