8086 贪吃蛇

运行环境:MsDos 7.1 或 DOSBox

键盘方向键控制

演示

汇编代码

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
assume cs:code, ds:data, ss:stack

; gpu prop byte
; 7 6 5 4 3 2 1 0
; BL R G B I R G B
; | \_____/ | \_____/
; 闪烁 背景 高亮 前景

; game map: 25 x 25
; snake bodys max: 23 x 23

data segment
score dw 0 ; game score
scpre db 'score:' ; [6] score prefix
dead db 'game over!' ; [10] game over
food dw 0 ; snake food: x|y
sdct db 0 ; snake direction 0001-up 0010-down 0100-left 1000-right
slen db 0 ; snake length
body dw 529 dup(0) ; snake bodys: x|y, ...
data ends

stack segment
dw 20 dup(0)
stack ends

code segment
start:
mov ax, data
mov ds, ax ; init data seg

mov ax, 0b800h
mov es, ax ; save gpu base addr

mov ax, stack
mov ss, ax
mov sp, 20 ; init stack

call clear

mov ah, 24
mov al, 24
push ax
call draw_map

call create_snake
call draw_snake

call create_food
call draw_food

call start_game
call show_score

end_game:
call game_over

mov ax, 4c00h
int 21h

; # start game
; void -> void
start_game:
mov cx, 50
sg0:
call listen_key
call clear_last
call move_snake
call is_dead
call draw_snake
call is_eat
call show_score
call sleep
loop sg0
ret

; # show game over alert
; void -> void
game_over:
push ax
push cx
push si

mov si, 28
mov cx, 10 ; string length
go0:
mov ax, si
mov ah, al
mov al, 12
push ax
mov ah, 00000111b
mov al, dead[si - 28]
push ax
call draw_char
inc si
loop go0

pop si
pop cx
pop ax
ret

; # is the snake dead
; void -> void
is_dead:
push ax
push cx
push si

mov ax, body[0] ; get head

cmp ah, 0 ; touch the edge
je end_game

cmp ah, 24
je end_game

cmp al, 0
je end_game

cmp al, 24
je end_game

mov ch, 0
mov cl, slen
dec cx
mov si, 2 ; start with second

id0: ; touch self body
mov ax, body[si]
cmp body[0], ax
je end_game
add si, 2
loop id0

pop si
pop cx
pop ax
ret

; # add snake body
; void -> void
add_body:
push ax
push si

mov ah, 0
mov al, slen
inc al
mov slen, al ; add body
mov si, ax
add si, si

mov ax, body[si - 4]
mov body[si - 2], ax

inc score
call create_food
call draw_food

pop si
pop ax
ret

; # is snake eat food
; void -> void
is_eat:
push ax

mov ax, food
cmp ax, body[0]
jne nt0
call add_body
nt0:
pop ax
ret

; show game score
; void -> void
show_score:
push ax
push bx
push si

mov si, 28
mov cx, 6 ; string length
po0: ; draw score prefix
mov ax, si
mov ah, al
mov al, 2
push ax
mov ah, 00000111b
mov al, scpre[si - 28]
push ax
call draw_char
inc si
loop po0

mov si, 0
mov ax, score
sl0:
mov bh, 0
mov bl, 10
div bl
mov bx, ax
mov bl, bh
mov bh, 0
push bx ; save digit
inc si ; count digits
cmp al, 0 ; no more digit
je se0
mov ah, 0 ; next digit
jmp short sl0
se0:
mov cx, si
mov si, 34 ; show start x
sn0:
pop bx ; get each digit
add bx, 30H ; get digit ascii
mov ax, si
mov ah, al
mov al, 2
push ax
mov ah, 00000111b
mov al, bl
push ax
call draw_char ; draw each digit
inc si
loop sn0

pop si
pop bx
pop ax
ret

; # listen to keys
; void -> void
listen_key:
push ax

mov ah, 1
mov al, 0
int 16h ; keboard interrupt
cmp ah, 1
je lk0

mov ax, 0
int 16h
cmp ax, 4800h ; press up
je kup

cmp ax, 5000h ; press down
je kdown

cmp ax, 4b00h ; press left
je kleft

cmp ax, 4d00h ; press right
je kright

jmp short lk0

kup:
cmp sdct, 0010b ; direction conflict
je lk0
mov sdct, 0001b ; set direction
jmp short lk0

kdown:
cmp sdct, 0001b
je lk0
mov sdct, 0010b
jmp short lk0

kleft:
cmp sdct, 1000b
je lk0
mov sdct, 0100b
jmp short lk0

kright:
cmp sdct, 0100b
je lk0
mov sdct, 1000b

lk0:
pop ax
ret

; # clear last snake body
; void -> void
clear_last:
push ax
push si

mov ah, 0
mov al, slen
mov si, ax
add si, si

mov ax, body[si - 2] ; last body
push ax
mov ah, 00000000b
mov al, ' '
push ax
call draw_char ; clear

pop si
pop ax
ret

; # update snake bodys
; void -> void
move_snake:
push ax
push cx
push si

mov ch, 0
mov cl, slen
dec cx

mov ah, 0
mov al, slen
mov si, ax
add si, si
ms0:
mov ax, body[si - 4]
mov body[si - 2], ax
sub si, 2
loop ms0

mov ax, body[0] ; upd head

cmp sdct, 0001b ; up
je up

cmp sdct, 0010b ; down
je down

cmp sdct, 0100b ; left
je left

cmp sdct, 1000b ; right
je right

up:
dec al
jmp short uok

down:
inc al
jmp short uok

left:
dec ah
jmp short uok

right:
inc ah
jmp short uok

uok:
mov body[0], ax

pop si
pop cx
pop ax
ret

; # draw snake to map
; void -> void
draw_snake:
push cx
push si
push ax

mov ch, 0
mov cl, slen
mov si, 0
ds0:
mov ax, body[si]
push ax
mov ah, 01110000b
mov al, ' '
push ax
call draw_char ; draw body
add si, 2
loop ds0

pop ax
pop si
pop cx
ret

; # create snake
; fixed: snake size is 3
; void -> void
create_snake:
push cx
push si
push ax

mov sdct, 1000b ; set direct is right
mov ah, 1
mov al, 1

mov slen, 2 ; set snake length
mov ch, 0
mov cl, slen
mov si, 0
mov ah, 6 ; set snake head x
mov al, 4 ; set snake head y
c0:
mov body[si], ax

dec ah
add si, 2
loop c0

pop ax
pop si
pop cx
ret

; draw food to map
; void -> void
draw_food:
push ax
mov ax, food

push ax
mov ah, 00101000b
mov al, ' '
push ax
call draw_char ; draw food

pop ax
ret

; # create a food
; fixed: map width and height
; void -> void
create_food:
push ax
push bx
push cx
push dx
push si

re0:
mov bx, 23
push bx
call rand ; get x
inc dx ; range: 1-[23]
mov ah, dl

push bx
call rand ; get y
inc dx
mov al, dl

mov ch, 0
mov cl, slen
mov si, 0
sb0: ; for snake body
cmp ax, body[si]
je re0 ; conflict with body, create again
add si, 2
loop sb0

mov food, ax ; save food xy

pop si
pop dx
pop cx
pop bx
pop ax
ret

; # rand number
; 0: range -> dx: 0~(range)
rand:
push bp
mov bp, sp
push ax

mov ax, 0h
out 43h, al

in al, 40h
in al, 40h
in al, 40h

mov bx, [bp + 4]
div bl

mov dh, 0
mov dl, ah

pop ax
pop bp
ret 2

; # sleep tiem
; void -> void
sleep:
push cx
mov cx, 50000
s0:
push cx
mov cx, 20
s1:
loop s1
pop cx
loop s0

pop cx
ret

; # draw game map
; 0: width|height -> void
draw_map:
push bp
mov bp, sp
; draw top

push cx
push ax
push bx
push dx

mov dx, [bp + 4] ; get width

mov ax, 0
mov ch, 0
mov cl, dh ; set width
inc cl
d0:
mov bh, al ; draw top
mov bl, 0
push bx
mov bh, 00010000b
mov bl, ' '
push bx
call draw_char

mov bh, al ; draw bottom
mov bl, dl
push bx
mov bh, 00010000b
mov bl, ' '
push bx
call draw_char

inc al
loop d0

mov cl, dl ; set height
dec cl ; inside content height
mov al, 1

d1:
mov bh, 0 ; draw left
mov bl, al
push bx
mov bh, 00010000b
mov bl, ' '
push bx
call draw_char

mov bh, dh ; draw bottom
mov bl, al
push bx
mov bh, 00010000b
mov bl, ' '
push bx
call draw_char

inc al
loop d1

pop dx
pop bx
pop ax
pop cx

pop bp
ret 2

; # draw char to screen
; 0: x|y, 1: prop|char -> void
draw_char:
push bp
mov bp, sp

push ax
push bx
push si

mov bx, [bp + 6]
mov ah, 0
mov al, 0a0h
mul bl ; set y

mov bl, bh
mov bh, 0
add bl, bl
add bl, bl
add ax, bx ; set x

mov si, ax
mov ax, [bp + 4]
mov es:[si], ax ; set prop and char

cmp al, ' '
jne jm0
mov es:[si + 2], ax ; for edge, double draw.

jm0: ; for normal char
pop si
pop bx
pop ax

pop bp
ret 4

; # clear screen
; void -> void
clear:
mov ax, 3h
int 10h
ret

code ends
end start

作者

l0neman

发布于

2020-06-03

更新于

2020-06-03

许可协议

评论