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arcade-game.asm
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arcade-game.asm
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org 100h
mov cx, 0
;;-------------- SETTING UP INITIAL VALUES---------------
jmp maindata
gameWidth dw 50
gameHeight dw 50
;Order - xpos, ypos, xvel, yvel, size, newx, newy
ball dw 17,17,5,4,2,17,17
;Order - xpos, ypos, speed, length, newx, newy
lpad dw 5, 14, 7, 11, 02, 14 ; Left Paddle
rpad dw 5, 14, 7, 11, 48, 14 ; Right Paddle
player1 dw 0c00h
s1 db 100,?, 100 dup(' ')
msg1 db "Choose player theme: (1) Blue (2) Red (3) Magenta (4) Cyan (5) Green $"
score dw 02h
;;-------------- PROGRAM STARTS-------------------------
maindata:
mov dx, offset msg1
mov ah, 9
int 21h
mov ah, 1
int 21h
cmp al,31h
jz colorBlue
cmp al,32h
jz colorRed
cmp al,33h
jz colorMagenta
cmp al,34h
jz colorCyan
cmp al,35h
jz colorGreen
colorBlue:
mov player1,0c01h
jmp plot
colorRed:
mov player1,0c04h
jmp plot
colorMagenta:
mov player1,0c05h
jmp plot
colorCyan:
mov player1,0c0bh
jmp plot
colorGreen:
mov player1,0c02h
jmp plot
;SET BOUNDRY/PLAY AREA
plot:
;SET TO GRAPHICS DISPLAY MODE
mov ax, 0013h
int 10h
mov ax, 0
mov bx, 0
mov cx, gameWidth
call horizontalBoundry
mov cx, gameHeight
call verticallBoundry
add ax, gameWidth
call verticallBoundry
mov ax, 0
mov bx, gameHeight
mov cx, gameWidth
call horizontalBoundry
;;---------------------MAIN LOOP----------------------------
mov cx, 0
mainloop:
call drawPaddleL
call drawPaddleR
call drawBall
call updateBall
call updatePadL
call checkBall_CollisionL
call updatePadR
call checkBall_CollisionR
loop mainloop
ret
;;-------------------DRAW FUNCTIONS--------------------------
;Left Paddle
drawPaddleL:
push ax
push bx
push cx
mov ax, lpad[0]
mov bx, lpad[2]
mov cx, lpad[6]
call vert_line_unplot
mov ax, lpad[8]
mov bx, lpad[10]
call verticallBoundry
pop cx
pop bx
pop ax
ret
;Right Paddle
drawPaddleR:
push ax
push bx
push cx
mov ax, rpad[0]
mov bx, rpad[2]
mov cx, rpad[6]
call vert_line_unplot
mov ax, rpad[8]
mov bx, rpad[10]
call verticallBoundry
pop cx
pop bx
pop ax
ret
;Draws Ball
drawBall:
push ax
push bx
push cx
push dx
mov ax, ball[0]
mov cx, ax
mov bx, ball[2]
mov dx, bx
add cx, ball[8]
dec cx
add dx, ball[8]
dec dx
call rect_unplot
mov ax, ball[10]
mov cx, ax
mov bx, ball[12]
mov dx, bx
add cx, ball[8]
dec cx
add dx, ball[8]
dec dx
call rect_plot
pop dx
pop cx
pop bx
pop ax
ret
;;---------------------PLOT PLAY AREA----------------------------
rect_plot:
push ax
push bx
push cx
push dx
push di
push si
push ax ;Store the origin x in the stack
mov di, cx
mov si, dx
mov cx, ax
mov dx, bx
mov ax, 0c0eh ;Color of rectangle - the right-most hex char
rect_loop:
int 10h ;Draw Pixel
inc cx
cmp cx, di ;Check if xpos > destination x
jng rect_loop
pop cx ;Xpos to the origin x
push cx
inc dx
cmp dx, si ;Check if ypos > destination y
jng rect_loop
pop si
pop si
pop di
pop dx
pop cx
pop bx
pop ax
ret
rect_unplot:
push ax
push bx
push cx
push dx
push di
push si
push ax
mov di, cx
mov si, dx
mov cx, ax
mov dx, bx
mov ax, 0c00h ;the right-most hex char is the color of the rectangle - change color to see path - 0c03h
rect_loop2:
int 10h
inc cx
cmp cx, di
jng rect_loop2
pop cx
push cx
inc dx
cmp dx, si
jng rect_loop2
pop si
pop si
pop di
pop dx
pop cx
pop bx
pop ax
ret
verticallBoundry:
push ax
push bx
push cx
push dx
;moving values around for pixel plotting
mov dx, bx
mov bx, cx
mov cx, ax
mov ax, player1
vert_loop:
int 10h
inc dx
dec bx
jns vert_loop
pop dx
pop cx
pop bx
pop ax
ret
vert_line_unplot:
push ax
push bx
push cx
push dx
;moving values around for pixel plotting
mov dx, bx
mov bx, cx
mov cx, ax
mov ax, 0c00h
vert_loopu:
int 10h
inc dx
dec bx
jns vert_loopu
pop dx
pop cx
pop bx
pop ax
ret
horizontalBoundry:
push ax
push bx
push cx
push dx
;moving values around for pixel plotting
mov dx, bx
mov bx, cx
mov cx, ax
mov ax, 0c01h
horiz_loop:
int 10h
inc cx
dec bx
jns horiz_loop
pop dx
pop cx
pop bx
pop ax
ret
move_pixel:
push bx
push ax
;cx and dx are popped within the function
push dx
push cx
mov cx, ax
mov dx, bx
;store the old color in bl
mov ax, 0d00h
int 10h
mov bl, al
;un-plot the old pixel - replace with black
mov ax, 0c00h
int 10h
;plot the new pixel
mov al, bl
mov ah, 0ch
pop cx
pop dx
int 10h
pop ax
pop bx
ret
plot_pixel:
push ax
push cx
push dx
mov cx, ax
mov dx, bx
mov ax, 0c0fh
int 10h
pop dx
pop cx
pop ax
ret
;;-------------------UPDATE POSITION VALUE--------------------
;Ball position Values
updateBall:
push ax
push bx
push cx
mov ax, ball[10]
lea bx, ball[0]
mov [bx], ax
mov ax, ball[12]
lea bx, ball[2]
mov [bx], ax
;X coordinate positions
;New X Position
mov ax, ball[0]
mov bx, ball[4]
add ax, bx
;Sign of Velocity
and bx, 8000h
jz checkPositiveX
;Collision Check
cmp ax, 0
jg updateX
;Update positions and negate velocity
neg ax
inc ax
mov cx, ball[4]
neg cx
lea bx, ball[4]
mov [bx], cx
jmp updateX
;Collision Check
checkPositiveX:
mov cx, ax
add cx, ball[8]
sub cx, gameWidth
cmp cx, 0
jle updateX
;Update positions and negate velocity
shl cx, 1
sub ax, cx
mov cx, ball[4]
neg cx
lea bx, ball[4]
mov [bx], cx
;Update the new position
updateX:
lea bx, ball[10]
mov [bx], ax
;Y coordinate positions
mov ax, ball[2]
mov bx, ball[6]
add ax, bx
and bx, 8000h
jz checkPositiveY
cmp ax, 0
jg updateY
neg ax
inc ax
mov cx, ball[6]
neg cx
lea bx, ball[6]
mov [bx], cx
jmp updateY
checkPositiveY:
mov cx, ax
add cx, ball[8]
sub cx, gameHeight
cmp cx, 0
jle updateY
shl cx, 1
sub ax, cx
mov cx, ball[6]
neg cx
lea bx, ball[6]
mov [bx], cx
;Update the new position
updateY:
lea bx, ball[12]
mov [bx], ax
pop cx
pop bx
pop ax
ret
;Left Paddle Position Values
updatePadL:
push ax
push bx
;New position update
mov ax, lpad[8]
lea bx, lpad[0]
mov [bx], ax
mov ax, lpad[10]
lea bx, lpad[2]
mov [bx], ax
mov al, 0
mov ah, 1
;Player 1 character - keyboard buffer
;up arrow: 4800h
;down arrow: 5000h
int 16h
;No input, Ignore
jz donepu
mov ax, 0
;Get character input from keyboard buffer
int 16h
cmp al, 00h
jne donepu
cmp ah, 48h
je upL
cmp ah, 50h
jne donepu
mov ax, lpad[2]
add ax, lpad[4]
;Collision check
mov bx, ax
add bx, lpad[6]
dec bx
cmp bx, gameHeight
jl commit
dec score
;If no collision, commit changes in ypos to the object
;If collision, set paddle to maximum possible ypos
mov bx, gameHeight
dec bx
sub bx, lpad[6]
mov ax, bx
jmp commit
;then commit the changes
upL:
mov ax, lpad[2]
sub ax, lpad[4]
cmp ax, 0
jg commit
;if there's a collision, simply set the ypos to 1
mov ax, 1
commit:
lea bx, lpad[10]
mov [bx], ax
donepu:
pop bx
pop ax
ret
;;Right Paddle Position Values
updatePadR:
push ax
push bx
;New position update
mov ax, rpad[8]
lea bx, rpad[0]
mov [bx], ax
mov ax, rpad[10]
lea bx, rpad[2]
mov [bx], ax
mov al, 0
mov ah, 1
;Player 2 character - keyboard buffer
;right arrow: 4D00h
;left arrow: 4B00h
int 16h
;No input, Ignore
jz donepu
mov ax, 0
;Get character input from keyboard buffer
int 16h
cmp al, 00h
jne donepuR
cmp ah, 4dh
je upR
cmp ah, 4bh
jne donepu
mov ax, rpad[2]
add ax, rpad[4]
;Collision check
mov bx, ax
add bx, rpad[6]
dec bx
cmp bx, gameHeight
jl commitR
dec score
mov bx, gameHeight
dec bx
sub bx, rpad[6]
mov ax, bx
jmp commitR
upR:
mov ax, rpad[2]
sub ax, rpad[4]
cmp ax, 0
jg commitR
mov ax, 1
commitR:
lea bx, rpad[10]
mov [bx], ax
donepuR:
pop bx
pop ax
ret
;;--------------------------------CHECK COLLISIONS-----------------------------------
checkBall_CollisionL:
push ax
push bx
push cx
cmp ball[4], 0
jge donep ; To check if ball is heading towards the pad
mov ax, lpad[0]
cmp ball[10], ax
jg donep ; To check if the new position is behind the pad
cmp ball[0], ax
jle donep ; To check if the old ball position is in front of the pad
mov ax, ball[12]
mov bx, ax
add bx, ball[8]
dec bx
mov cx, lpad[10]
cmp ax, cx
jg nextc ; To check for both y1 and y2 being under the pad's ypos
cmp bx, cx
jl donep
nextc:
add cx, lpad[6]
dec cx
cmp ax, cx
jg donep
mov ax, ball[4]
lea bx, ball[4]
neg ax
mov [bx], ax ;Negate the x velocity
mov ax, lpad[0]
inc ax
lea bx, ball[10]
mov [bx], ax ;Set the ball's new xpos to in front of the pad
inc dx ;Increment the score
donep:
pop cx
pop bx
pop ax
ret
checkBall_CollisionR:
push ax
push bx
push cx
cmp ball[4], 0
jle donepr
mov ax, rpad[0]
cmp ball[10], ax
jg donepr
cmp ball[0], ax
jle donepr
mov ax, ball[12]
mov bx, ax
add bx, ball[8]
dec bx
mov cx, rpad[10]
cmp ax, cx
jg nextcr
cmp bx, cx
jl donepr
nextcr:
add cx, rpad[6]
dec cx
cmp ax, cx
jg donepr ,
mov ax, ball[4]
lea bx, ball[4]
neg ax
mov [bx], ax
mov ax, rpad[0]
inc ax
lea bx, ball[10]
mov [bx], ax
inc dx
donepr:
pop cx
pop bx
pop ax
ret