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📄 game.asm

📁 编了个简单的游戏
💻 ASM
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字号:
		ret
	ManyBrick_setMap endp	
	;接受用户输入,并转化为内部数据,有的立即响应,如:ESC退出
	processUserInput proc
		push ax
		push bx
		push cx
		mov ah,1
		int 16h
		jz just_ignore
		cmp game.ga_state,GS_OVER
		jnz no_need_to_restart
		jmp restart_the_game
	    no_need_to_restart:
		mov ah,0
		int 16h
		cmp ah,KEY_ESC
		jnz gameCont
		;quit the game
		jmp main_quit
	    gameCont:
		cmp ah,KEY_PAUSE
		jz away_for_a_while
		cmp ah,KEY_QUICKLY	    
		jz go_quickly
		cmp ah,KEY_SLOW_DOWN		
		jz go_slow_down
	    	cmp ah,KEY_LEFT
	    	jz set_dir_left
	    	cmp ah,KEY_RIGHT
	    	jz set_dir_right
	    	cmp ah,KEY_DOWN
	    	jz set_dir_down
	    	cmp ah,KEY_TURN
	    	jz set_dir_turn
		cmp ah,KEY_CHANG_MODE
		jz set_mode
		cmp ah,KEY_ROLATE
		jnz just_ignore
	    set_dir_rolate:
	    	mov dir,DIR_ROTATE
	    	jmp just_ignore
	    set_dir_left:
	    	mov dir,DIR_LEFT
	    	jmp just_ignore
	    set_dir_right:
	    	mov dir,DIR_RIGHT
	    	jmp just_ignore
	    set_dir_turn:
	    	mov dir,DIR_TURN
	    	jmp just_ignore
	    set_mode:
	    	inc mode
	    	mov ax,mode
	    	mov cx,3
	    	call AXModCX
	    	mov mode,cx
	    	call showMode
	    	jmp just_ignore
	    go_slow_down:
	    	dec challenge
	    	jmp adjustLevelDelt_adjust
	    go_quickly:
	    	inc challenge	    	
	    adjustLevelDelt_adjust:
	    	and challenge,0fh
		call showadjustLevelDelt
	    	jmp just_ignore
	    away_for_a_while:
	    	mov game.ga_state,GS_PAUSED
	    	call doGamePaused
	    	jmp just_ignore
	    set_dir_down:
	    	mov dir,DIR_DOWN_COMPLETE
	    just_ignore:	    	
		pop cx
		pop bx
		pop ax
		ret	
	processUserInput endp
	;判断方块下一步是否能继续,不能则转updateGameState
	Brick_goNext proc
		push ax
		push bx
		push cx
		push dx
		push di	
		push si
		mov si,dir
	    	;shl si,1
		mov bx,curMB
		xor ax,ax
	    down_complete_agian:
		mov cx,(ManyBrick ptr [bx]).mb_bCnt
		lea di,(ManyBrick ptr [bx]).mb_sBrick
	    Brick_goNext_again:		
		;jc Brick_goNext_can
			mov dl,(Brick ptr [di]).b_sPos.pos_bX			
			mov dh,(Brick ptr [di]).b_sPos.pos_bY			
			jmp cs:Brick_tryTable[si]
		   Brick_tryRight:
		   	inc dl
			jmp Brick_checkLegal
		   Brick_tryLeft:
			dec dl
			jmp Brick_checkLegal
		   Brick_tryDown:		   
			inc dh	
			jmp Brick_checkLegal
		   Brick_tryTrun:		   
			neg dl
			jmp Brick_checkLegal
		Brick_tryRotate:	
			xchg dl,dh
			neg dh
		   Brick_checkLegal:
			add dl,(ManyBrick ptr [bx]).mb_sPos.pos_bX
			add dh,(ManyBrick ptr [bx]).mb_sPos.pos_bY
			call isPosLeagel
			js do_more_work
			cmp dh,0
		   js go_next_check_again
			;now  0<=dl<GM_WIDTH,0<=dh<GM_HEIGHT
			call isPosNotEmpty
			jne do_more_work
		   go_next_check_again:
		add di,size Brick
		loop Brick_goNext_again
		cmp (ManyBrick ptr [bx]).mb_bCnt,1
		jne more_than_one_brick
		call drawMap
		jmp clear_pre_brick_over
	    more_than_one_brick:
	    	call ManyBrick_clearCur
	    clear_pre_brick_over:
		jmp cs:Brick_goTable[si]
	    Brick_goRight_can:
	    	inc (ManyBrick ptr [bx]).mb_sPos.pos_bX
	    	jmp Brick_goNext_over
	    Brick_goLeft_can:
	    	dec (ManyBrick ptr [bx]).mb_sPos.pos_bX
	    	jmp Brick_goNext_over	    
	    Brick_goDown_can:
	    	inc (ManyBrick ptr [bx]).mb_sPos.pos_bY
	    	jmp Brick_goNext_over
	    Brick_goTrun_can:
	    	call Brick_turn
	    	jmp Brick_goNext_over	    
	Brick_goRotate_can:	    
		call Brick_rotate
		jmp Brick_goNext_over
	    do_more_work:
	    	;ignor the left or right or down_complete lead to death
	    	cmp dir,DIR_DOWN
	    jne ring_up_and_ignore
	    	call updateGameState
	    	jmp Brick_goNext_over
	    ring_up_and_ignore:
	    	mov ax,1
	    Brick_goNext_over:
	    	cmp ax,0
	    	jne Brick_go_over
	    	cmp dir,DIR_DOWN_COMPLETE
	    	je down_complete_agian
	    Brick_go_over:
	    	pop si
	    	pop di
	    	pop dx
		pop cx
		pop bx
		pop ax
		ret
	    Brick_tryTable dw Brick_tryRight    , Brick_tryLeft    , Brick_tryDown    , Brick_tryRotate , Brick_tryDown , Brick_tryTrun
	    Brick_GoTable  dw Brick_goRight_can , Brick_goLeft_can , Brick_goDown_can , Brick_goRotate_can , Brick_goDown_can , Brick_goTrun_can
	Brick_goNext endp
	;在方块不能继续下落时,转到此,判断游戏结束,检查满行,产生新块等。
	updateGameState proc
	    	call isGameOver
	   	cmp game.ga_state,GS_RUNNING
	   jne game_is_not_running
	    	call lastBattle
	    	call MB_gernicNext
		call drawNextBrick
	   game_is_not_running:
		ret
	updateGameState endp
	;旋转较为麻烦,单独成子程序
	Brick_rotate proc
		push bx
		push cx
		push di
		push ax
			mov bx,curMB
			mov cx,(ManyBrick ptr [bx]).mb_bCnt
			lea di,(ManyBrick ptr [bx]).mb_sBrick		
		    Brick_rotate_again:
		    	sub cx,1
		    	jc Brick_rotate_over
		    		;rotate it
				neg (Brick ptr [di]).b_sPos.pos_bX
				mov al,(Brick ptr [di]).b_sPos.pos_bY
		    		xchg al,(Brick ptr [di]).b_sPos.pos_bX
		    		mov (Brick ptr [di]).b_sPos.pos_bY,al
		    	add di,size Brick
		    	jmp Brick_rotate_again
		    Brick_rotate_over:
		pop ax
		pop di
		pop cx
		pop bx
		ret
	Brick_rotate endp
	;同旋转,水平翻转也独立成子程序
	Brick_turn proc
		push bx
		push cx
		push di
		push ax
			mov bx,curMB
			mov cx,(ManyBrick ptr [bx]).mb_bCnt
			lea di,(ManyBrick ptr [bx]).mb_sBrick		
		    Brick_turn_again:
		    	sub cx,1
		    	jc Brick_turn_over
		    		;turn it
				neg (Brick ptr [di]).b_sPos.pos_bX
		    	add di,size Brick
		    	jmp Brick_turn_again
		    Brick_turn_over:
		pop ax
		pop di
		pop cx
		pop bx
		ret
	Brick_turn endp	
	;随机生成下一个方块
	MB_gernicNext proc
		push ax
		push bx
		push cx
		push si
		push di
		lea cx,mbArray
		mov di,cx
		mov ax,1
		sub ax,nextNO		
	     jnz cur_will_be_zero	        
	        add cx,size ManyBrick
	        jmp set_next_cur_over
	     cur_will_be_zero:
	      	add di,size ManyBrick	      	
	     set_next_cur_over:
	      	mov curMB,cx
	 	mov nextNO,ax
	 	mov nextMB,di
	     	;di----ManyBrick *	     		 
			assignBase X_START,Y_START
			call getRand
			and al,07h ;ensure the brick's color is <=8 and >=1
		   jnz brick_color_ok
			inc al
		   brick_color_ok:
		   	or al,8
			mov (ManyBrick ptr [di]).mb_bColor,al
			mov (ManyBrick ptr [di]).mb_bCnt ,4
			lea bx,(ManyBrick ptr [di]).mb_bCnt
			;si---Brick *
			lea si,(ManyBrick ptr [di]).mb_sBrick 
			call getRand
			;now di is use for other
			mov di,ax
			call getProperIndex		    	
			shl di,1
			jmp MB_gernicNext_jmpTable[di]
			MBM_gernicNext_Style_0:
				assignPos -1,0
				assignPos 0,0
				assignPos 1,0
				assignPos 2,0
				jmp MBM_gernicNext_over
			MBM_gernicNext_Style_1:			
				assignPos 0,0
				assignPos 1,0
				assignPos 0,-1
				assignPos 1,-1
				jmp MBM_gernicNext_over
			MBM_gernicNext_Style_2:
				assignPos -1,0
				assignPos 0,0
				assignPos 1,0
				assignPos 0,-1
				jmp MBM_gernicNext_over
			MBM_gernicNext_Style_3:
				assignPos -1,0
				assignPos 0,0
				assignPos 0,-1
				assignPos 1,-1	
				jmp MBM_gernicNext_over
			MBM_gernicNext_Style_4:
				assignPos 0,0
				assignPos 0,-1
				assignPos 0,-2
				assignPos 1,0		
				jmp MBM_gernicNext_over
			MBM_gernicNext_Style_5:
				mov (ManyBrick ptr [bx]).mb_bCnt,1
				assignPos 0,0
				jmp MBM_gernicNext_over
			MBM_gernicNext_Style_6:
				mov (ManyBrick ptr [bx]).mb_bCnt,2
				assignPos 0,0
				assignPos 0,1
				jmp MBM_gernicNext_over
			MBM_gernicNext_Style_7:
				mov (ManyBrick ptr [bx]).mb_bCnt,3
				assignPos 0,0
				assignPos -1,0
				assignPos 1,0
				jmp MBM_gernicNext_over
			MBM_gernicNext_Style_8:
				mov (ManyBrick ptr [bx]).mb_bCnt,3
				assignPos 0,0
				assignPos -1,0
				assignPos 0,-1
				jmp MBM_gernicNext_over				
			MBM_gernicNext_Style_9:
				mov (ManyBrick ptr [bx]).mb_bCnt,2
				assignPos 0,0
				assignPos 1,-1
				jmp MBM_gernicNext_over				
			;the next styles but style_F may more difficult
			MBM_gernicNext_Style_A:
				mov (ManyBrick ptr [bx]).mb_bCnt,3
				assignPos 0,0
				assignPos -1,0
				assignPos 1,-1
				jmp MBM_gernicNext_over
			MBM_gernicNext_Style_B:
				mov (ManyBrick ptr [bx]).mb_bCnt,3
				assignPos -1,0
				assignPos 1,0
				assignPos 0,-1
				jmp MBM_gernicNext_over
			MBM_gernicNext_Style_C:
				mov (ManyBrick ptr [bx]).mb_bCnt,3
				assignPos 0,0
				assignPos -1,1
				assignPos 1,-1
				jmp MBM_gernicNext_over
			MBM_gernicNext_Style_D:
				mov (ManyBrick ptr [bx]).mb_bCnt,4
				assignPos 0,0
				assignPos -1,0
				assignPos -1,-1
				assignPos 1,-1
				jmp MBM_gernicNext_over

			MBM_gernicNext_Style_E:
				mov (ManyBrick ptr [bx]).mb_bCnt,4
				assignPos 0,-1
				assignPos -1,0
				assignPos 1,0
				assignPos 0,1
				jmp MBM_gernicNext_over
			MBM_gernicNext_Style_F:
				mov (ManyBrick ptr [bx]).mb_bCnt,1
		MBM_gernicNext_over:
		pop di
		pop si
		pop cx
		pop bx
		pop ax
		ret
		;跳转表
		MB_gernicNext_jmpTable dw MBM_gernicNext_Style_0,MBM_gernicNext_Style_1,MBM_gernicNext_Style_2,MBM_gernicNext_Style_3,\
					  MBM_gernicNext_Style_4,MBM_gernicNext_Style_5,MBM_gernicNext_Style_6,MBM_gernicNext_Style_7,\
					  MBM_gernicNext_Style_8,MBM_gernicNext_Style_9,MBM_gernicNext_Style_A,MBM_gernicNext_Style_B,\
					  MBM_gernicNext_Style_C,MBM_gernicNext_Style_D,MBM_gernicNext_Style_E,MBM_gernicNext_Style_F
		
	MB_gernicNext endp
	;根据当前关数,选择下一个方块的类型
	;关数越高,类型越简单^_^
	;in: di--the random number
	;out: 0<=di <=0fh
	getProperIndex proc
		push ax
		push dx
		push cx
		mov dx,level
		add dx,challenge
		cmp dx,1
		jbe style_less_16
		cmp dx,4
		jbe style_less_13
		mov cx,10
		jmp set_style_out
	   style_less_16:
	   	mov cx,16
	   	jmp set_style_out
	   style_less_13:
	   	mov cx,13
	   set_style_out:
	    	xor dx,dx
	    	mov ax,di
	    	div cx
	    	mov di,dx
	    	pop cx
	    	pop dx
	    	pop ax
		ret
	getProperIndex endp
	;显示当前正下落的方块s
	ManyBrick_drawSelf proc
		push ax
		mov al,CHAR_BRICK
		call ManyBrick_drawCur
		pop ax	
		ret
	ManyBrick_drawSelf endp
	;用空格清除当前下落方块
	ManyBrick_clearCur proc
		push ax
		push cx
		push di
		mov al,CHAR_CLEAR
		mov di,curMB
		mov cl,(ManyBrick ptr [di]).mb_bColor
		mov (ManyBrick ptr [di]).mb_bColor,COLOR_CLEAR
		call ManyBrick_drawCur
		mov (ManyBrick ptr [di]).mb_bColor,cl
		pop di
		pop cx
		pop ax
		ret
	ManyBrick_clearCur endp	
	;显示当前正下落的方块s,方块形状(字符)al可变,用于擦除与显示
	;in:	ManyBrick *curBrick 
	;	al--the char
	ManyBrick_drawCur proc 
		push cx
		push si
		push dx
		push di
		push bx
		mov di,curMB
		mov cx,(ManyBrick ptr [di]).mb_bCnt
		lea si,(ManyBrick ptr [di]).mb_sBrick			
	   drawCur_again:
		mov dh,(Brick ptr [si]).b_sPos.pos_bY
		add dh,(ManyBrick ptr [di]).mb_sPos.pos_bY
		cmp dh,0
		   js ManyBrick_drawCur_ignore
			mov dl,(Brick ptr [si]).b_sPos.pos_bX
			add dl,(ManyBrick ptr [di]).mb_sPos.pos_bX
			mov bl,(ManyBrick ptr [di]).mb_bColor
			call drawBrick				
	   	   ManyBrick_drawCur_ignore:			
	   	add si,size Brick
	   loop drawCur_again
	   	pop bx
	   	pop di
		pop dx
		pop si
		pop cx
		ret
	ManyBrick_drawCur endp
	;显示游戏区域边框
	;in:	dh--y  ,dl--x;	al---char;  bl---color	
	moreBeautiful proc		
		mov bl,Y_BOUND_COLOR
		mov dh,-1
		mov cx,GM_HEIGHT+2		
	    draw_yBound_again:
	    		mov dl,-1
			mov al,Y_LBOUND_CHAR
	    		call drawBrick
	    		mov dl,GM_WIDTH
	    		mov al,Y_RBOUND_CHAR
	    		call drawBrick
	    		inc dh
	    	loop draw_yBound_again
	    	mov bl,X_BOUND_COLOR
	    	mov cx,GM_WIDTH
	    	mov dl,0
	    draw_xBound_again:
	    	mov dh,-1
	    	mov al,X_UBOUND_CHAR
	    	call drawBrick
	    	mov dh,GM_HEIGHT
	    	mov al,X_DBOUND_CHAR
	    	call drawBrick
	    	inc dl
	    	loop draw_xBound_again
		;显示版本信息
		mov si,offset gameNameStr
		mov dl,X_GAME_NAME
		mov dh,Y_GAME_NAME
		mov cx,8
		call showStr	    	
		ret
	moreBeautiful endp	
	;判断(dl,dh)是否在游戏区域内,注意未判断dl是否小于0
	;in:	dl--x,	dh--y
	isPosLeagel proc
		push ax
		cmp dl,0
		js  isPosLeagel_return		
		mov al,GM_WIDTH-1
		cmp al,dl
		js  isPosLeagel_return
		;cmp dh,0
		;js isPosLeagel_return
		mov al,GM_HEIGHT-1
		cmp al,dh
		isPosLeagel_return:
		pop ax
		ret
	isPosLeagel endp	
	;在(dl,dh)处以bl颜色显示一个al
	;in:	dl--x,	dh--y;  al---char;   bl---color
	drawBrick proc 		
		push dx
		push bx
		push cx
		push ax		
		;设置输出位置为(dl,dh)
		add dl,GM_LEFT
		add dh,GM_TOP
		mov ah,02h
		xor bh,bh
		int 10h
		pop ax
		push ax
		;在当前位置输出字符al
		mov ah,09h
		mov cx,1
		int 10h
		pop ax
		pop cx
		pop bx
		pop dx
		ret
	drawBrick endp	
	;在(dl,dh)处显示字符串(首地址si,长度cx,颜色默认)
	;in:	si--str buf;	cx--char count;	 dl--x,dh--y >>start pos
	showStr proc	
		push ax
		push bx
		mov bl,COLOR_TITTLE		
		cld
	   show_str_again:	   
	   	lodsb
	   	call drawBrick
	   	inc dl
	   loop show_str_again
	   	pop bx
	   	pop ax
		ret
	showStr endp
	;延时,期间还出理键盘输入
	delay	proc
		push cx
		mov cx,05fffh
	   delay_again:
	   	call processUserInput
	   	loop delay_again
	   	pop cx
		ret
	delay	endp
	;用线性同余法得到一个随机数
	;out: ax & seed ---the randomize number
	getRand proc
		;seed=(seed*217+25111)%31111,此公式常量测试所得,也许并不理想
		push dx
		push cx
		mov ax,217
		xor dx,dx
		mul seed
		add ax,25111
		adc dx,0
		mov cx,31111
		div cx
		mov seed,dx
		mov ax,dx
		pop cx
		pop dx
		ret
	getRand endp
GameCode ends

;数据段
MainData segment
	;两个方块s,一个用于当前下落的,一个用于下一个要下落的
	mbArray	ManyBrick <>,<>
	;分别指向当前与下一个要下落的方块s的指针,能据nextNO交替变换
	curMB 	dw ? ;ManyBrick*
	nextMB 	dw ? ;ManyBrick*
	nextNO	dw 0
	dir 	dw 2	
	game 	GameApp <>	
	challenge dw 0
	seed	dw ?
	levelFPS dw 023h,020h,1eh,01dh,01ch,01bh,01ah,010h,\
		    0fh ,0eh ,0dh,0ch,0bh,0ah,09h,01h; 0-15
	level	dw 0	
	
	levelScore db   -1,15,29,42,54,65,75,84,92,99,105,111,116,120,124;15 counts	
	levelScoreLast db 130 
	mode	dw 0
	;diedBrickColorSame db 0
	;showBackground	   db 1

	judgeTable	dw badJob,normalJob,goodJob
	judgeCnt	dw 41,16,27

	scoreStr 	db 'SCORE:';6 chars
	levelStr	db 'LEVEL:';6 chars
	levelDeltStr	db 'LevelDelt:';10 chars
	modeStr		db 'ColorMode:'; 10 chars
	gameOverStr	db '   Game come to end! Press any key to replay.';45 chars
	gamePausedStr	db 'Game is sleeping! Press any key to wake it up.';46 chars
	gameNameStr	db 'CNBv0.13'; 8 chars
	gameFinishedStr db 'Congratulations,you of genius can get a signature from ZW!';58 chars
	badJob		db 'Poor score,but sad not.You are not alone!';41
	normalJob	db 'Yeah,you normal!';16
	goodJob		db 'Smart you the same failure.';27
	
	usageStr	db 27,'mov left |',27,'mov right |',24,'rotate ',25,'down quickly |','END:turn horizontally'
	usageStrCNT	dw $-usageStr
	
	usageStrEx	db 'ESC:quit  |Del:pause  |F3:increase the LevelDelt  |F2:be contrary to F3'
	usageStrExCNT   dw $-usageStrEx
	
	linkToCoderStr	db 'F1 :chang color mode  | Any question please QQ to <307831078>.'
	linkToCoderCNT	dw $-linkToCoderStr	

MainData ends

;堆栈
StackSpase segment stack 'stack'
        db      100h    dup(?)
        stackPoint label byte
StackSpase ends

end

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