454 lines
8.6 KiB
ArmAsm
454 lines
8.6 KiB
ArmAsm
// by Simon Holmberg
|
|
//
|
|
// This is a document generated by [docco](http://jashkenas.github.io/docco/).
|
|
// My report is interleaved with the source code in the form of comments in
|
|
// [markdown](http://daringfireball.net/projects/markdown/) format.
|
|
//
|
|
//
|
|
#define WIDTH 60
|
|
#define HEIGHT 40
|
|
|
|
// .bss
|
|
// ====
|
|
.bss
|
|
// Array of longs representing the game field
|
|
//
|
|
// `world` is an array of increasing time values. By having the snake head set
|
|
// the time value to 0 at its current position, the actual **snake** will be
|
|
// defined by the locations where the time value is lesser than the snake
|
|
// length. This makes the tail of the snake automatically "move" visually, and
|
|
// allows for a snake with an arbitrary length without complicated arrays of
|
|
// coordinates!
|
|
//
|
|
// **Apples** are defined by negative time values which do not get incremented
|
|
// each frame. If we wanted to, we could instead decrease this value and
|
|
// compare it with a lifetime value, to conveniently make apples disappear
|
|
// after a set amount of time.
|
|
.align 4
|
|
world: .space WIDTH*HEIGHT*4
|
|
|
|
// .data
|
|
// =====
|
|
.data
|
|
// Current length of the snake
|
|
snakeLength: .long 0
|
|
// Snake position (starts in the middle of the field)
|
|
snakePosX: .long WIDTH / 2
|
|
snakePosY: .long HEIGHT / 2
|
|
// Snake direction (start moving to the right)
|
|
snakeDirX: .long 1
|
|
snakeDirY: .long 0
|
|
// Number of apples
|
|
numApples: .long 0
|
|
// Game over message
|
|
sgameover: .string " Game over! Score: %i "
|
|
sgameover_end:
|
|
// Various utility strings mainly used for debugging
|
|
string1: .string "Started with snake length %i and %i apples!\n"
|
|
string2: .string "Snake position: (%i, %i)\n"
|
|
stringi: .string "%i\n"
|
|
stringtest: .string "> %i %i %c\n"
|
|
|
|
// .text
|
|
// =====
|
|
.text
|
|
// start_game
|
|
// ============
|
|
// `start_game(int len, int n_apples)`
|
|
.global start_game
|
|
start_game:
|
|
// Initialization
|
|
// --------------
|
|
|
|
// Save our function arguments for later
|
|
|
|
// `snakeLength = len`
|
|
movl 4(%esp), %eax
|
|
movl %eax, snakeLength
|
|
// `numApples = n_apples`
|
|
movl 8(%esp), %eax
|
|
movl %eax, numApples
|
|
|
|
// Store all registers so we can restore their state before we return later
|
|
pusha
|
|
|
|
// Call nib_init
|
|
call nib_init
|
|
// Seed randomness by calling `srand` with a time value from `time`
|
|
pushl $0
|
|
call time
|
|
addl $4, %esp
|
|
pushl %eax
|
|
call srand
|
|
addl $4, %esp
|
|
|
|
// Initialize the snake array by setting every cell to a time value greater
|
|
// than `snakeLength`
|
|
movl $world, %edi
|
|
movl snakeLength, %eax
|
|
movl $WIDTH*HEIGHT, %ebx
|
|
xorl %ecx, %ecx
|
|
1:
|
|
movl %eax, (%edi, %ecx, 4)
|
|
incl %ecx
|
|
cmpl %ebx, %ecx
|
|
jl 1b
|
|
|
|
// Spawn initial apples
|
|
movl numApples, %ecx
|
|
1:
|
|
pushl %ecx
|
|
call spawnApple
|
|
popl %ecx
|
|
loop 1b
|
|
|
|
// Game loop
|
|
// ---------
|
|
loop:
|
|
// Sleep for a while using `usleep` so the snake doesn't wiggle at the
|
|
// speed of light!
|
|
pushl $250*1000
|
|
call usleep
|
|
addl $4, %esp
|
|
|
|
// Jump to `tick`, our updating function, which later chain-jumps to `draw`
|
|
jmp tick
|
|
|
|
// Restore all our registers as they were before `start_game` was called
|
|
// and return
|
|
popa
|
|
ret
|
|
|
|
// tick
|
|
// ====
|
|
// This is where we update the world.
|
|
tick:
|
|
movl $world, %edi
|
|
|
|
// Increment cell times
|
|
// --------------------
|
|
|
|
// Loop
|
|
movl snakeLength, %ebx
|
|
xorl %ecx, %ecx
|
|
1:
|
|
movl (%edi, %ecx, 4), %eax
|
|
// If the value is negative it's an apple we don't want to disappear
|
|
test %eax, %eax
|
|
js 2f
|
|
// No need to increment if it's already greater than snakeLength
|
|
cmpl %ebx, %eax
|
|
jg 2f
|
|
// Increment the cell value
|
|
incl %eax
|
|
movl %eax, (%edi, %ecx, 4)
|
|
2: incl %ecx // Loop increment
|
|
cmpl $WIDTH*HEIGHT, %ecx
|
|
jne 1b
|
|
|
|
// Input
|
|
// -----
|
|
|
|
// Call nib_poll_kbd and check down, up, left and right in succession
|
|
call nib_poll_kbd
|
|
// Down
|
|
movl $258, %ebx
|
|
cmpl %eax, %ebx
|
|
jne 1f
|
|
movl $0, snakeDirX
|
|
movl $1, snakeDirY
|
|
// Up
|
|
1: movl $259, %ebx
|
|
cmpl %eax, %ebx
|
|
jne 1f
|
|
movl $0, snakeDirX
|
|
movl $-1, snakeDirY
|
|
// Left
|
|
1: movl $260, %ebx
|
|
cmpl %eax, %ebx
|
|
jne 1f
|
|
movl $-1, snakeDirX
|
|
movl $0, snakeDirY
|
|
// Right
|
|
1: movl $261, %ebx
|
|
cmpl %eax, %ebx
|
|
jne 1f
|
|
movl $1, snakeDirX
|
|
movl $0, snakeDirY
|
|
1:
|
|
|
|
// Move snake
|
|
// ----------
|
|
|
|
// `snakePosX = (snakePosX + snakeDirY + WIDTH) % WIDTH`
|
|
movl snakePosX, %eax
|
|
movl snakeDirX, %ebx
|
|
addl %ebx, %eax
|
|
// Add width for modulo wrap-around
|
|
addl $WIDTH, %eax
|
|
xorl %edx, %edx
|
|
movl $WIDTH, %ecx
|
|
divl %ecx
|
|
mov %edx, snakePosX
|
|
// `snakePosY = (snakePosY + snakeDirY + HEIGHT) % HEIGHT`
|
|
movl snakePosY, %eax
|
|
movl snakeDirY, %ebx
|
|
addl %ebx, %eax
|
|
// Add height for modulo wrap-around
|
|
addl $HEIGHT, %eax
|
|
xorl %edx, %edx
|
|
movl $HEIGHT, %ecx
|
|
divl %ecx
|
|
mov %edx, snakePosY
|
|
|
|
// Collision
|
|
// ---------
|
|
|
|
// Get value at head position
|
|
movl snakePosY, %eax
|
|
movl $WIDTH, %edx
|
|
mull %edx
|
|
addl snakePosX, %eax
|
|
movl (%edi, %eax, 4), %edx
|
|
|
|
// Collision with apple if negative
|
|
test %edx, %edx
|
|
js 1f
|
|
// Compare value with `snakeLength`
|
|
movl snakeLength, %ebx
|
|
cmpl %ebx, %edx
|
|
// End the game if the snake collides with itself, i.e. `%edx < snakeLength`
|
|
jge 2f
|
|
jmp gameOver
|
|
// Spawn a new apple and extend the snake!
|
|
1: pushl %edi
|
|
pushl %eax
|
|
call spawnApple
|
|
popl %eax
|
|
popl %edi
|
|
incl snakeLength
|
|
2:
|
|
|
|
// Update world
|
|
// ------------
|
|
|
|
// Set time value to 0 at snake head position
|
|
//
|
|
// `i = x + y * WIDTH`
|
|
//
|
|
// `%edi = %ebx + %ecx * $WIDTH`
|
|
movl $0, (%edi, %eax, 4)
|
|
|
|
// Proceed to `draw`
|
|
jmp draw
|
|
//jmp debug_draw
|
|
|
|
// draw
|
|
// ====
|
|
draw:
|
|
// Loop on Y-axis
|
|
movl $HEIGHT, %ecx
|
|
1:
|
|
// Loop on X-axis
|
|
movl $WIDTH, %ebx
|
|
2:
|
|
// Save loop registers
|
|
pushl %ecx
|
|
pushl %ebx
|
|
subl $1, %ecx
|
|
subl $1, %ebx
|
|
|
|
// Call `nib_put_scr` depending of the value in a cell
|
|
|
|
// `i = x + y * WIDTH`
|
|
//
|
|
// `%eax = %ebx + %ecx * $WIDTH`
|
|
movl %ecx, %eax
|
|
movl $WIDTH, %edx
|
|
mull %edx
|
|
addl %ebx, %eax
|
|
// Fetch the value of the cell
|
|
movl $world, %edi
|
|
movl (%edi, %eax, 4), %eax
|
|
|
|
// Compare with the snake length
|
|
cmpl snakeLength, %eax
|
|
// If the value is negative, it's an apple
|
|
test %eax, %eax
|
|
js 4f
|
|
// If it's greater or equal to snakeLength, it's empty
|
|
cmpl snakeLength, %eax
|
|
jge 3f
|
|
// Else, it's part of the snake
|
|
pushl $'@'
|
|
jmp 5f
|
|
3: pushl $' '
|
|
jmp 5f
|
|
4: pushl $'o'
|
|
5:
|
|
|
|
// Push Y-coordinate
|
|
movl %ecx, %eax
|
|
pushl %eax
|
|
|
|
// Push X-coordinate
|
|
movl %ebx, %eax
|
|
pushl %eax
|
|
|
|
// `nib_put_scr(int x, int y, int c)`
|
|
call nib_put_scr
|
|
addl $4*3, %esp
|
|
|
|
// Restore loop registers
|
|
popl %ebx
|
|
popl %ecx
|
|
|
|
// Decrement X
|
|
decl %ebx
|
|
// End of X-loop
|
|
jnz 2b
|
|
// End of Y-loop
|
|
loop 1b
|
|
|
|
// Jump back to the start of our game loop!
|
|
jmp loop
|
|
|
|
// gameOver
|
|
// ========
|
|
// Called when the game ends. It displays a game over message
|
|
// and score, and quits after **3 seconds**.
|
|
gameOver:
|
|
// Calculate message position
|
|
// --------------------------
|
|
|
|
// Calculate string length
|
|
movl $sgameover_end, %eax
|
|
subl $sgameover, %eax
|
|
// Discout null terminator
|
|
subl $1, %eax
|
|
|
|
// Calculate X-pos in the middle of the screen
|
|
movl $2, %ebx
|
|
xorl %edx, %edx
|
|
divl %ebx
|
|
negl %eax
|
|
addl $WIDTH/2, %eax
|
|
|
|
// Print game over message
|
|
// -----------------------
|
|
|
|
// Push `snakeLength` as score
|
|
pushl snakeLength
|
|
// Push printf-string
|
|
pushl $sgameover
|
|
// Push X-coordinate
|
|
pushl %eax
|
|
// Push Y-coordinate
|
|
pushl $HEIGHT/2
|
|
// `mvprintw(int y, int x, const char *fmt, ...)`
|
|
call mvprintw
|
|
add $4*3, %esp
|
|
// Call `refresh` to refresh the screen
|
|
call refresh
|
|
|
|
// Sleep for 3 seconds before calling `nib_end`
|
|
pushl $3000*1000
|
|
call usleep
|
|
addl $4, %esp
|
|
call nib_end
|
|
|
|
// spawnApple
|
|
// ==========
|
|
// Spawns an **apple** in a random location in the `world`.
|
|
spawnApple:
|
|
pushl %ebx
|
|
|
|
// `%ecx = rand() % HEIGHT`
|
|
call rand
|
|
xorl %edx, %edx
|
|
movl $HEIGHT, %ebx
|
|
divl %ebx
|
|
movl %edx, %ecx
|
|
// `%ebx = rand() % WIDTH`
|
|
pushl %ecx
|
|
call rand
|
|
xorl %edx, %edx
|
|
movl $WIDTH, %ebx
|
|
divl %ebx
|
|
movl %edx, %ebx
|
|
popl %ecx
|
|
|
|
// `i = x + y * WIDTH`
|
|
//
|
|
// `%eax = %ebx + %ecx * $WIDTH`
|
|
movl %ecx, %eax
|
|
movl $WIDTH, %edx
|
|
mull %edx
|
|
addl %ebx, %eax
|
|
|
|
// Set the cell negative to represent an apple
|
|
movl $world, %ecx
|
|
movl $-1, %edx
|
|
movl %edx, (%ecx, %eax, 4)
|
|
|
|
popl %ebx
|
|
ret
|
|
|
|
// debug_draw
|
|
// =============
|
|
// This is basically the same as `draw`, except it draws the actual ASCII-value
|
|
// of the world for debugging purposes.
|
|
debug_draw:
|
|
// Loop Y
|
|
movl $HEIGHT, %ecx
|
|
1:
|
|
// Loop X
|
|
movl $WIDTH, %ebx
|
|
2:
|
|
// Save loop registers
|
|
pushl %ecx
|
|
pushl %ebx
|
|
subl $1, %ecx
|
|
subl $1, %ebx
|
|
|
|
// Call nib_put_scr
|
|
|
|
// `i = x + y * WIDTH`
|
|
//
|
|
// `%edi = %ebx + %ecx * $WIDTH`
|
|
movl %ecx, %eax
|
|
movl $WIDTH, %edx
|
|
mull %edx
|
|
addl %ebx, %eax
|
|
// Fetch the value of the cell
|
|
movl $world, %edi
|
|
movl (%edi, %eax, 4), %eax
|
|
pushl %eax
|
|
|
|
// Y coordinate
|
|
movl %ecx, %eax
|
|
pushl %eax
|
|
|
|
// X coordinate
|
|
movl %ebx, %eax
|
|
pushl %eax
|
|
|
|
call nib_put_scr
|
|
addl $4*3, %esp
|
|
|
|
// Restore loop registers
|
|
popl %ebx
|
|
popl %ecx
|
|
|
|
// Decrement X
|
|
decl %ebx
|
|
// End of X-loop
|
|
jnz 2b
|
|
// End of Y-loop
|
|
loop 1b
|
|
|
|
// Jump back to the start of our game loop!
|
|
|
|
jmp loop
|
|
|