汇编语言写贪吃蛇
2021/9/21 17:41:50
本文主要是介绍汇编语言写贪吃蛇,对大家解决编程问题具有一定的参考价值,需要的程序猿们随着小编来一起学习吧!
assume cs:code,ds:data,ss:stack data segment ;********************************************************************************************************** ;********************************************************************************************************** ;********************************************************************************************************** BOUNDARY_COLOR dw 1131H NEXT_ROW dw 160 SNAKE_HEAD dw 0 SNAKE_STERN dw 12 SNAKE_COLOR dw 2201H SNAKE dw 200 dup (0,0,0) NEW_NODE dw 18 FOOD_LOCTION dw 160*5 + 30*2 FOOD_COLOR dw 4439H UP db 48H DOWN db 50H LEFT db 4BH RIGHT db 4DH BACK_GROUND_COLOR dw 0700H DIRECTION dw 3 ;up 0 down 1 left 2 right 3 DIRECTION_FUNTION dw OFFSET isMoveUp - OFFSET greedy_snake + 7E00H ; 0 dw OFFSET isMoveDown - OFFSET greedy_snake + 7E00H ; 1 dw OFFSET isMoveLeft - OFFSET greedy_snake + 7E00H ; 2 dw OFFSET isMoveRight - OFFSET greedy_snake + 7E00H ; 3 ;********************************************************************************************************** ;********************************************************************************************************** ;********************************************************************************************************** data ends stack segment stack db 128 dup (0) stack ends code segment start: mov ax,stack mov ss,ax mov sp,128 call sav_old_int9 call set_new_int9 call cpy_greedy_snake mov bx,0 push bx mov bx,7E00H push bx retf mov ax,4C00H int 21H ;================================================================ greedy_snake: call init_reg call clear_screen call init_screen call init_direction call init_food ;nextDelay: call delay ; cli ; call isMoveDirection ; sti ; jmp nextDelay testA: mov ax,1000H jmp testA mov ax,4C00H int 21H ;================================================================ init_food: mov si,FOOD_LOCTION mov dx,FOOD_COLOR mov es:[si],dx ret ;================================================================ isMoveDirection: mov bx,DIRECTION add bx,bx call word ptr ds:DIRECTION_FUNTION[bx] ret ;================================================================ delay: push ax push dx mov dx,9000H sub ax,ax delaying: sub ax,1000H sbb dx,0 cmp ax,0 jne delaying cmp dx,0 jne delaying pop dx pop ax ret ;================================================================ init_direction: mov DIRECTION,3 ret ;================================================================ new_int9: push ax in al,60H pushf call dword ptr cs:[200H] cmp al,UP je isUp cmp al,DOWN je isDown cmp al,LEFT je isLeft cmp al,RIGHT je isRight cmp al,3BH jne int9Ret call change_screen_color int9Ret: pop ax iret ;================================================================ isUp: mov di,160*24 + 40*2 mov byte ptr es:[di],'U' cmp DIRECTION,1 je int9Ret call isMoveUp jmp int9Ret isDown: mov di,160*24 + 40*2 mov byte ptr es:[di],'D' cmp DIRECTION,0 je int9Ret call isMoveDown jmp int9Ret isLeft: mov di,160*24 + 40*2 mov byte ptr es:[di],'L' cmp DIRECTION,3 je int9Ret call isMoveLeft jmp int9Ret isRight: mov di,160*24 + 40*2 mov byte ptr es:[di],'R' cmp DIRECTION,2 je int9Ret call isMoveRight jmp int9Ret ;================================================================ isFood: cmp byte ptr es:[si],'9' jne noFood call eat_food call new_food ret noFood: mov di,160*24 + 10 *2 mov word ptr es:[di],5535H call game_over ret ;================================================================ game_over: call clear_screen mov ax,4C00H int 21H ret ;================================================================ new_food: push ax push bx newFood: mov al,0 out 70H,al in al,71H mov dl,al ;AL = 0001 0002 shr al,1 shr al,1 shr al,1 shr al,1 and dl,00001111B mov bl,10 mul bl add al,dl mov bl,al mul bl shr ax,1 shl ax,1 add ax,168 mov di,ax cmp byte ptr es:[di],0 jne newFood push FOOD_COLOR pop es:[di] pop bx pop ax ret ;================================================================ eat_food: push NEW_NODE pop ds:[bx+0] mov bx,OFFSET SNAKE add bx,NEW_NODE mov word ptr ds:[bx+0],0 ;0 mov ds:[bx+2],si ;2 push SNAKE_COLOR pop es:[si] push SNAKE_HEAD ;4 pop ds:[bx+4] push NEW_NODE pop SNAKE_HEAD add NEW_NODE,6 ret ;================================================================ isMoveRight: mov bx,OFFSET SNAKE add bx,SNAKE_HEAD mov si,ds:[bx+2] add si,2 cmp byte ptr es:[si],0 jne noMoveRight call new_snake mov DIRECTION,3 ret noMoveRight: call isFood ret ;================================================================ isMoveLeft: mov bx,OFFSET SNAKE add bx,SNAKE_HEAD mov si,ds:[bx+2] sub si,2 cmp byte ptr es:[si],0 jne noMoveLeft call new_snake mov DIRECTION,2 ret noMoveLeft: call isFood ret ;================================================================ isMoveDown: mov bx,OFFSET SNAKE add bx,SNAKE_HEAD mov si,ds:[bx+2] add si,NEXT_ROW cmp byte ptr es:[si],0 jne noMoveDown call new_snake mov DIRECTION,1 ret noMoveDown: call isFood ret ;================================================================ isMoveUp: mov bx,OFFSET SNAKE add bx,SNAKE_HEAD mov si,ds:[bx+2] sub si,NEXT_ROW cmp byte ptr es:[si],0 jne noMoveUp call new_snake mov DIRECTION,0 ret noMoveUp: call isFood ret ;================================================================ new_snake: push SNAKE_STERN pop ds:[bx+0] mov bx,OFFSET SNAKE add bx,SNAKE_STERN push ds:[bx+0] mov word ptr ds:[bx+0],0 mov di,ds:[bx+2] push BACK_GROUND_COLOR pop es:[di] mov ds:[bx+2],si push SNAKE_COLOR pop es:[si] push SNAKE_HEAD pop ds:[bx+4] push SNAKE_STERN pop SNAKE_HEAD pop SNAKE_STERN ret ;================================================================ change_screen_color: push bx push cx push dx mov bx,0B800H mov es,bx mov bx,1 mov cx,2000 changeScreenColor: inc byte ptr es:[bx] add bx,2 loop changeScreenColor pop dx pop cx pop bx ret ;================================================================ init_screen: mov dx,BOUNDARY_COLOR call init_up_down_line call init_left_right_line call init_snake ret ;================================================================ init_snake: mov bx,OFFSET SNAKE add bx,SNAKE_HEAD mov dx,SNAKE_COLOR mov si,160*10 + 40*2 mov word ptr ds:[bx+0],0 mov ds:[bx+2],si mov es:[si],dx mov word ptr ds:[bx+4],6 add bx,6 sub si,2 mov word ptr ds:[bx+0],0 mov ds:[bx+2],si mov es:[si],dx mov word ptr ds:[bx+4],12 add bx,6 sub si,2 mov word ptr ds:[bx+0],6 mov ds:[bx+2],si mov es:[si],dx mov word ptr ds:[bx+4],18 ret ;================================================================ init_left_right_line: mov bx,0 mov cx,23 initLeftRightLine: mov es:[bx],dx mov es:[bx+158],dx add bx,NEXT_ROW loop initLeftRightLine ret ;================================================================ init_up_down_line: mov bx,0 mov cx,80 initUpDownLine: mov es:[bx],dx mov es:[bx+160*23],dx add bx,2 loop initUpDownLine ret ;================================================================ clear_screen: mov bx,0 mov dx,0700H mov cx,2000 clearScreen: mov es:[bx],dx add bx,2 loop clearScreen ret ;================================================================ init_reg: mov bx,0B800H mov es,bx mov bx,data mov ds,bx ret snake_end: nop ;================================================================ set_new_int9: mov bx,0 mov es,bx cli mov word ptr es:[9*4],OFFSET new_int9 - OFFSET greedy_snake + 7E00H mov word ptr es:[9*4+2],0 sti ret ;================================================================ sav_old_int9: mov bx,0 mov es,bx push es:[9*4] pop es:[200H] push es:[9*4+2] pop es:[202H] ret ;================================================================ cpy_greedy_snake: mov bx,cs mov ds,bx mov si,OFFSET greedy_snake mov bx,0 mov es,bx mov di,7E00H mov cx,OFFSET snake_end - OFFSET greedy_snake cld rep movsb ret code ends end start
运行效果如下:
这篇关于汇编语言写贪吃蛇的文章就介绍到这儿,希望我们推荐的文章对大家有所帮助,也希望大家多多支持为之网!
- 2024-11-23JAVA语音识别项目入门教程
- 2024-11-23Java云原生学习:从入门到实践
- 2024-11-22Java创业学习:初学者的全面指南
- 2024-11-22JAVA创业学习:零基础入门到实战应用教程
- 2024-11-22Java创业学习:从零开始的Java编程入门教程
- 2024-11-22Java对接阿里云智能语音服务学习教程
- 2024-11-22JAVA对接阿里云智能语音服务学习教程
- 2024-11-22Java对接阿里云智能语音服务学习教程
- 2024-11-22Java副业学习:零基础入门到实战项目
- 2024-11-22Java副业学习:零基础入门指南