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Qbugio.s
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Qbugio.s
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@ Start writing code
.set CLOCK_GETTIME, 0x107
.set CLOCK_REALTIME, 0
.set CLOCK_NANOSLEEP, 0x109
.set TIMER_ABSTIME, 1
.include "mov32.inc"
.include "system_calls.s"
//.include "spider.s"
@constant min bound
.set MIN, 0
@constant max bound
.set MAX, 60
.balign 4
.data
playerBody:
.asciz "#\n"
.set body_len, .-playerBody
space:
.ascii " "
message:
.asciz "hit 40"
gameKey:
.skip 4
player:
.skip 1
.set lenX, .-player
.skip 1
.set lenY, .-lenX-player
spider:
.byte 27
.ascii "[2C"
.ascii "/"
.byte 27
.ascii "[1C"
.ascii "_"
.byte 27
.ascii "[1C"
.ascii "\\"
.byte 27
.ascii "[1B"
.byte 27
.ascii "[7D"
//.set spider_Len1, .-spider
.ascii "\\_\\(_)\/_/"
.byte 27
.ascii "[1B"
.byte 27
.ascii "[9D"
.byte 27
.ascii "[1C"
//.set spider_Len2, .-spider-spider_Len1
.ascii "_\/\/o\\\\_"
.byte 27
.ascii "[1B"
.byte 27
.ascii "[8D"
.byte 27
.ascii "[2C"
//.set spider_Len3, .-spider-spider_Len2
.ascii "\/"
.byte 27
.ascii "[3C"
.ascii "\\"
//.set spider_Len4, .-spider-spider_Len3
.set spider_Len, .-spider
bullet:
.ascii "*"
.set bullet_Len, .-bullet
timespec:
.word 1
.word 1
.balign 4
.text
drawPlayer:
mov r3, lr
mov r0, #STDOUT
mov32 r1, playerBody
mov r2, #body_len
mov r7, #WRITE
svc #0
mov lr, r3
bx lr
.global gameLoop
gameLoop:
mov r4, lr
bl clear_screen
bl cursor_home
bl cursor_hide
mov lr, r4
bx lr
.global draw_spider
draw_spider:
mov r4, lr
mov r0, #5 @ For color code text
mov r1, #27 @ x pos
bl spider_color
mov r0, #2
bl locate
mov r0, #STDOUT
mov32 r1, spider
mov r2, #spider_Len
mov r7, #WRITE
svc #0
mov r0, #9
bl fore_color
mov lr, r4
bx lr
init_bullet:
mov r6, #1 @ isLive bullet
mov r0, r9 @ y pos
mov r1, r10 @ x pos
add r1, r1, #1
push {r0, r1, r6, r7}
b continue_while_loop
draw_bullet:
mov r4, lr
pop {r0, r1, r6, r7}
// cmp r7, #50
// addne r7, #1
subeq r0, r0, #1
// moveq r7, #0
cmp r0, #2
movle r6, #0
push {r0, r1, r6, r7}
bl locate @ This locate is erasing the r0 and r1
mov r0, #STDOUT
mov32 r1, bullet
mov r2, #bullet_Len
mov r7, #WRITE
svc #0
mov lr, r4
bx lr
.global reset_cursor
reset_cursor:
mov r4, lr
mov r0, #23 @ y pos
mov r1, #0 @ x pos
bl locate
mov lr, r4
bx lr
.global _start
_start:
mov r9, #20 @ posY - init
mov r10, #30 @ posX - init
bl gameLoop
bl term_init
bl draw_game
bl draw_spider
sub sp, sp, #1
while_loop:
// get movement from user
mov r7, #READ
mov r0, #STDIN
mov r1, sp
mov r2, #1
svc #0
@Testing something here ignore for now
cmp r6, #1
bleq draw_bullet
// If nothing was read, don't bother writing
cmp r0, #0
beq skip_print
mov r0, #0
ldrb r0, [sp]
cmp r0, #97 @ a
beq subLeft
cmp r0, #119 @ w
beq subDown
cmp r0, #115 @ s
beq addUp
cmp r0, #100 @ d
beq addRight
cmp r0, #32 @ space
beq init_bullet
continue_while_loop:
mov r0, #CLOCK_REALTIME
mov r1, #0
mov32 r2, timespec
mov r3, #0
movw r7, #CLOCK_NANOSLEEP
svc #0
bl cursor_home
bl draw_game
bl draw_spider
cmp r0, #27
bne while_loop
skip_print:
ldrb r0, [sp]
cmp r0, #27 // Escape Key / Alt Key
bne while_loop // Go back if
add sp, sp, #1
bl term_quit
bl cursor_show // need to re-show the cursor
bl reset_cursor
mov r7, #EXIT
svc #0
addUp:
cmp r9, #20 @ Added this to make guy not go past the floor
addlt r9, r9, #1
b continue_while_loop
subLeft:
cmp r10, #1 @ Added this code to not make guy go past left wall
subgt r10, r10, #1
b continue_while_loop
addRight:
cmp r10, #60 @ Added this code to not make guy go past Right Wall
addlt r10, r10, #1
b continue_while_loop
subDown:
cmp r9, #1 @ Added this code to stop guy from going to high
subgt r9, r9, #1
b continue_while_loop
displaymessage:
mov r0, #STDOUT
mov32 r1, message
mov r2, #7
mov r7, #WRITE
svc #0
bx lr