mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-11-28 19:53:12 +03:00
a062803b74
git-svn-id: svn://kolibrios.org@5188 a494cfbc-eb01-0410-851d-a64ba20cac60
1561 lines
38 KiB
NASM
1561 lines
38 KiB
NASM
;=============================================================================;
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; Hidnplayr's invaders for Kolibrios ;
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;-----------------------------------------------------------------------------;
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; ;
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; Copyright (C) hidnplayr 2007-2014. All rights reserved. ;
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; ;
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; Invaders is distributed in the hope that it will be useful, but WITHOUT ANY ;
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; WARRANTY. No author or distributor accepts responsibility to anyone for the ;
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; consequences of using it or for whether it serves any particular purpose or ;
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; works at all, unless he says so in writing. Refer to the GNU General Public ;
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; License (the "GPL") for full details. ;
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; Everyone is granted permission to copy, modify and redistribute KolibriOS, ;
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; but only under the conditions described in the GPL. A copy of this license ;
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; is supposed to have been given to you along with KolibriOS so you can know ;
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; your rights and responsibilities. It should be in a file named COPYING. ;
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; Among other things, the copyright notice and this notice must be preserved ;
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; on all copies. ;
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; ;
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; see copying.txt ;
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; ;
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; contact me on hidnplayr@gmail.com ;
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; ;
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;-----------------------------------------------------------------------------;
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format binary as ""
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; Screen size
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SCREEN_X = 640
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SCREEN_Y = 480
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; Ship size
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SHIP_X = 32
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SHIP_Y = 32
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; Ship begin position
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SHIP_X_POS = (SCREEN_X-SHIP_X)/2
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SHIP_Y_POS = SCREEN_Y-SHIP_Y-27
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; Enemy size
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ENEMY_X = 32
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ENEMY_Y = 32
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; Alien size and position
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ALIEN_X = 48
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ALIEN_Y = 38
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ALIEN_Y_POS = 1
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;
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BOUNDARY = 10
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MOVEMENT = 7 ; pixels/frame
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TRANSPARENCY = 0x00ffffff ; color used as transparant
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; Window start position
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WINDOW_X = 100
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WINDOW_Y = 100
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; Bullet size
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BULLET_X = 10
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BULLET_Y = 10
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; Number of stars
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STARS_ = 226
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; Number of star levels (depth)
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STARLEVELS = 3
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ENEMY_STARTING_X = 25
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ENEMY_STARTING_Y = 50
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BULLETSPEED = 12 ; pixels/frame
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use32
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org 0x0
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db 'MENUET01' ; 8 byte id
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dd 0x01 ; header version
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dd START ; start of code
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dd IM_END ; size of image
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dd I_END+1000 ; memory for app
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dd I_END+1000 ; esp
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dd 0x0, 0x0 ; I_Param , I_Path
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include '../../macros.inc'
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include '../../proc32.inc'
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include '../../dll.inc'
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include '../../develop/libraries/libs-dev/libimg/libimg.inc'
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KEY_RIGHT = 179
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KEY_LEFT = 176
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KEY_UP = 178
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KEY_P = 'p'
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KEY_DOWN = 177
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KEY_ENTER = 13
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KEY_ESC = 27
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proc aimgtoimg img, x, y, canvas, acolor
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pusha
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; Calculate offset on canvas in edi
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mov eax, [y]
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mov ecx, [canvas]
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mul dword[ecx] ; canvas xsize
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add eax, [x]
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lea edi, [eax*2 + eax + 8]
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add edi, [canvas]
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; get img size in ecx and edx
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mov esi, [img]
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mov ecx, dword[esi+0] ; img x size
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mov edx, dword[esi+4] ; img y size
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; caluclate number of bytes between 2 lines in ebx
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mov ebx, [canvas]
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mov ebx, [ebx] ; canvas xsize
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sub ebx, [esi] ; img xsize
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lea ebx, [ebx*2 + ebx]
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; get image start ptr in esi
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add esi, 8
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.loop2:
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push ecx edx
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mov edx, [acolor]
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.loop:
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mov eax, [esi]
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and eax, 0x00ffffff
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cmp eax, edx
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je @f
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mov word[edi], ax
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shr eax, 16
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mov byte[edi+2], al
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@@:
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add esi, 3
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add edi, 3
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dec ecx
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jnz .loop
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pop edx ecx
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add edi, ebx
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dec edx
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jnz .loop2
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popa
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ret
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endp
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proc aimgtoimg2 img, x, y, canvas, acolor
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pusha
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; Calculate offset on canvas in edi
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mov eax, [y]
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mov ecx, [canvas]
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mul dword[ecx] ; canvas xsize
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add eax, [x]
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lea edi, [eax*2 + eax + 8]
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add edi, [canvas]
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; get img size in ecx and edx
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mov esi, [img]
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mov ecx, dword[esi+0] ; img x size
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mov edx, dword[esi+4] ; img y size
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; caluclate number of bytes between 2 lines in ebx
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mov ebx, [canvas]
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mov ebx, [ebx] ; canvas xsize
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sub ebx, [esi] ; img xsize
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lea ebx, [ebx*2 + ebx]
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; get image start ptr in esi
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add esi, 8
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.loop2:
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push ecx edx
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mov edx, [acolor]
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.loop:
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mov eax, [esi]
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and eax, 0x00ffffff
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cmp eax, edx
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je @f
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mov byte[edi+2], al
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shr eax, 8
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mov word[edi], ax
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@@:
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add esi, 3
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add edi, 3
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dec ecx
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jnz .loop
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pop edx ecx
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add edi, ebx
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dec edx
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jnz .loop2
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popa
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ret
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endp
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proc getimg imgsrc, x, y, xs, ys, imgdest
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pusha
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mov esi, [imgsrc]
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mov eax, dword[esi+0] ; xsize
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mov ebx, [y]
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mul ebx ; xsize*y
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add eax, [x] ; xsize*y+x
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lea eax, [eax+2*eax] ; (xsize*y+x)*3
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mov edx, dword[esi+0] ; xsize
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sub edx, [xs] ; xsize-xs
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lea edx, [edx*2+edx] ; (xsize-xs)*3
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lea esi, [esi + eax + 8] ; imgsrc + (xsize*y+x)*3 + 8
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mov edi, [imgdest]
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mov ecx, [xs]
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mov dword[edi+0], ecx ; xsize
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mov ebx, [ys]
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mov dword[edi+4], ebx ; ysize
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add edi, 8 ; imgdest + 8
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cld
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.loop:
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movsw
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movsb
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dec ecx
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jnz .loop
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add esi, edx
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mov ecx, [xs]
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dec ebx
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jnz .loop
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popa
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ret
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endp
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macro decodeimg source, size, dest {
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invoke img.decode, source, size, 0
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or eax, eax
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jz exit
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push [eax + Image.Width]
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pop dword[dest+0]
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push [eax + Image.Height]
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pop dword[dest+4]
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push eax
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invoke img.to_rgb2, eax, dest+8
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pop eax
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invoke img.destroy, eax
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}
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START:
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mcall 68, 11
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stdcall dll.Load, @IMPORT
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or eax, eax
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jz @f
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exit:
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mcall -1
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@@:
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call draw_window
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decodeimg gif_bullet,gif_bullet.size,img_bullet
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decodeimg gif_bullet2,gif_bullet2.size,img_bullet2
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decodeimg gif_ship,gif_ship.size,img_ship
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decodeimg gif_enemy1,gif_enemy1.size,img_enemy1
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decodeimg gif_enemy2,gif_enemy2.size,img_enemy2
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decodeimg gif_enemy3,gif_enemy3.size,img_enemy3
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decodeimg gif_enemy4,gif_enemy4.size,img_enemy4
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decodeimg gif_enemy5,gif_enemy5.size,img_enemy5
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decodeimg gif_alien,gif_alien.size,img_alien
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decodeimg gif_menu1,gif_menu1.size,img_menu1
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decodeimg gif_menu2,gif_menu2.size,img_menu2
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decodeimg gif_menu3,gif_menu3.size,img_menu3
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decodeimg gif_menu4,gif_menu4.size,img_menu4
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decodeimg gif_logo,gif_logo.size,img_logo
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decodeimg gif_pause,gif_pause.size,img_pause
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decodeimg gif_levelup,gif_levelup.size,img_levelup
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decodeimg gif_gameover,gif_gameover.size,img_gameover
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decodeimg gif_highscore,gif_highscore.size,img_highscore
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decodeimg gif_smallfont,gif_smallfont.size,img_smallfont
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decodeimg gif_bigfont,gif_bigfont.size,img_bigfont
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decodeimg gif_numbers,gif_numbers.size,img_numbers
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call init_starfield
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call render_frame
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call draw_to_screen
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mainloop:
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call render_frame
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call draw_to_screen
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call bullet_collision_detection
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cmp [status], 3 ; if game is paused,...
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jne .wait
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mcall 10
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jmp .switch
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.wait:
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mcall 5, 1 ; wait 1/100 s
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mcall 11 ; check for events
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.switch:
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test eax, eax
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jz mainloop
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dec eax
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jz .redraw
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dec eax
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jz .key
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dec eax
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jz .button
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.redraw:
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call draw_window
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jmp .wait
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.button:
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mcall 17 ; get button id
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cmp ah, 1
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jne .wait
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mcall -1
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.key:
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mcall 2 ; get key code
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test ah, ah
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jz mainloop
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cmp [status], 1
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je key_game
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cmp [status], 0
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je key_menu
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cmp [status], 3
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je key_pause
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cmp [status], 6
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je key_levelup
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cmp [status], 7
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je key_highscore
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cmp [status], 2
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je key_gameover
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cmp ah, KEY_ESC
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jne .no_escape
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mov [status], 0
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mov [intro], 0
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.no_escape:
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jmp mainloop
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key_game:
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cmp ah, KEY_RIGHT
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jnz .no_right
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cmp [ship_x], SCREEN_X-SHIP_X-BOUNDARY
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jge mainloop
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add [ship_x], MOVEMENT
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jmp mainloop
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.no_right:
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cmp ah, KEY_LEFT
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jne .no_left
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cmp [ship_x], BOUNDARY
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jle mainloop
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sub [ship_x], MOVEMENT
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jmp mainloop
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.no_left:
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cmp ah, KEY_UP
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jne .no_up
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cmp [bullet_y], 1
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jg mainloop
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mov eax, [ship_x]
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add eax, (SHIP_X-BULLET_X)/2
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mov [bullet_x], eax
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mov [bullet_y], SHIP_Y_POS;-BULLET_Y
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jmp mainloop
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.no_up:
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cmp ah, KEY_P
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jne no_pause
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mov [status], 3
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stdcall aimgtoimg, img_pause, 150, 180, vscreen, TRANSPARENCY
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call draw_to_screen
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jmp mainloop
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no_pause:
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cmp ah, KEY_ESC
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jne .no_escape
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mov [status], 0
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mov [intro], 0
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.no_escape:
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jmp mainloop
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key_menu:
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cmp ah, KEY_DOWN
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jne .no_down
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cmp [menu], 3
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jne @f
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mov [menu], 0
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jmp mainloop
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@@:
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inc [menu]
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jmp mainloop
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.no_down:
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cmp ah, KEY_UP
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jnz .no_up
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cmp [menu], 0
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jne @f
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mov [menu], 3
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jmp mainloop
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@@:
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dec [menu]
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jmp mainloop
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.no_up:
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cmp ah, KEY_ESC
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jne @f
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mcall -1
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@@:
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cmp ah, KEY_ENTER
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jnz .no_enter
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cmp [menu], 0 ;start
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je new_game
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cmp [menu], 1 ;about
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jne @f
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mov [status], 4
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jmp mainloop
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@@:
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cmp [menu], 2 ;highscores
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jne @f
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mov [status], 5
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call load_highscores
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jmp mainloop
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@@:
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cmp byte[menu], 3 ;exit
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jne @f
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mcall -1
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@@:
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.no_enter:
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jmp mainloop
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key_pause:
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cmp ah, KEY_P
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jnz no_pause
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mov [status], 1
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.nopause:
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jmp mainloop
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key_levelup:
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cmp ah, KEY_ENTER
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jne .no_enter
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inc [level]
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inc byte[levelnumb+1]
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cmp byte[levelnumb+1], '9'
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jle @f
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mov byte[levelnumb+1], '0'
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inc byte[levelnumb]
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@@:
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mov eax,20
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mov ah,byte[level]
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and ah,7
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mul ah
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add eax,level1
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mov esi,eax
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jmp load_level
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.no_enter:
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cmp ah, KEY_ESC
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jne .no_escape
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mov [status], 0
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mov [intro], 0
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.no_escape:
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jmp mainloop
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key_highscore:
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cmp ah, KEY_ENTER
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jne @f
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call load_highscores
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mov eax, [score]
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mov ebx, highscorebuffer+140
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.findscore:
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cmp ebx, highscorebuffer+100
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je .topscore
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sub ebx, 4
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cmp eax, dword[ebx]
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jg .findscore
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.topscore:
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mov esi, name
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mov edi, highscorebuffer
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mov ecx, 10
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rep movsb
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mov eax, [score]
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mov dword[highscorebuffer+100], eax
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call save_highscores
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mov [status], 5
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@@:
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cmp ah, 14
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jne @f
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cmp byte[namepos],0
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je @f
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dec byte[namepos]
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movzx ebx,byte[namepos]
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add ebx,name
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mov byte[ebx], 0x11 ; this is a character we dont print
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@@:
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cmp byte[namepos],10
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jge mainloop
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cmp al,'0'
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jl mainloop
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cmp al,'9'
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jle @f
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cmp al,'z'
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jg mainloop
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cmp al,'a'
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jge @f
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cmp al,'Z'
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jg mainloop
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cmp al,'A'
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jl mainloop
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@@:
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movzx ebx, byte[namepos]
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add ebx, name
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mov byte[ebx], al
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inc byte[namepos]
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jmp mainloop
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key_gameover:
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cmp ah, KEY_ENTER
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jne .no_enter
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; TODO: test if score is high enough to put in highscore list...
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mov [status],7
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jmp mainloop
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.no_enter:
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jmp mainloop
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new_game:
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mov [score], 0
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mov eax, [score]
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call convertscore
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mov word[levelnumb], '01'
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mov esi, level1
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load_level:
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mov [enemy_speed], 1
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mov [enemy_x], ENEMY_STARTING_X
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mov [enemy_y], ENEMY_STARTING_Y
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mov edi, enemy_table
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mov ecx, 5
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rep movsd
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mov [status],1
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jmp mainloop
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draw_window:
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mcall 12, 1 ; Start of window draw
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|
|
mov ebx, WINDOW_X shl 16 + 9 + SCREEN_X ; [x start] shl 16 + [x size]
|
|
mov ecx, WINDOW_Y shl 16 + 25 + SCREEN_Y ; [y start] shl 16 + [y size]
|
|
mov edx, 0x64000000 ; color of work area RRGGBB
|
|
mov esi, 0x805080d0 ; color of grab bar RRGGBB
|
|
mov edi, 0x005080d0 ; color of frames RRGGBB
|
|
mcall 0
|
|
|
|
mcall 71, 1, title
|
|
|
|
call draw_to_screen
|
|
|
|
mcall 12, 2 ; End of window draw
|
|
|
|
ret
|
|
|
|
|
|
|
|
draw_to_screen:
|
|
|
|
; Draw buffer to the screen
|
|
mov ebx, vscreen+8
|
|
mov ecx, SCREEN_X shl 16 + SCREEN_Y
|
|
mov edx, 0 shl 16 + 0
|
|
mcall 7
|
|
|
|
ret
|
|
|
|
|
|
load_highscores:
|
|
|
|
ret
|
|
|
|
|
|
save_highscores:
|
|
|
|
ret
|
|
|
|
|
|
render_frame:
|
|
|
|
mov eax, 0x00000000
|
|
call fillscreen
|
|
call render_starfield
|
|
|
|
cmp [status], 1
|
|
je render_game
|
|
cmp [status], 2
|
|
je render_gameover
|
|
cmp [status], 4
|
|
je render_about
|
|
cmp [status], 6
|
|
je render_levelup
|
|
cmp [status], 0
|
|
je render_menu
|
|
cmp [status], 5
|
|
je render_highscorelist
|
|
cmp [status], 7
|
|
je render_highscore
|
|
|
|
ret
|
|
|
|
|
|
render_game:
|
|
|
|
call render_bullet
|
|
call render_enemies ; Draw the enemies to buffer
|
|
stdcall aimgtoimg, img_ship, [ship_x], SHIP_Y_POS, vscreen, TRANSPARENCY; Draw the ship to buffer
|
|
|
|
mov esi, scoretext
|
|
mov ebx, 0
|
|
mov ecx, SCREEN_Y-24
|
|
call printtext
|
|
|
|
mov esi, leveltext
|
|
mov ebx, 300
|
|
call printtext
|
|
|
|
ret
|
|
|
|
|
|
render_gameover:
|
|
|
|
stdcall aimgtoimg, img_ship, [ship_x], SHIP_Y_POS, vscreen, TRANSPARENCY; Draw the ship to buffer
|
|
|
|
mov esi, scoretext
|
|
mov ebx, 0
|
|
mov ecx, SCREEN_Y-24
|
|
call printtext
|
|
|
|
mov esi, leveltext
|
|
mov ebx, 300
|
|
call printtext
|
|
stdcall aimgtoimg, img_gameover, 150, 180, vscreen, TRANSPARENCY
|
|
|
|
ret
|
|
|
|
|
|
render_about:
|
|
|
|
mov esi, msgAbout
|
|
mov ebx, 50
|
|
mov ecx, 100
|
|
call printtext
|
|
|
|
ret
|
|
|
|
|
|
render_levelup:
|
|
|
|
stdcall aimgtoimg, img_ship, [ship_x], SHIP_Y_POS, vscreen, TRANSPARENCY; Draw the ship to buffer
|
|
|
|
mov esi, scoretext
|
|
mov ebx, 0
|
|
mov ecx, SCREEN_Y-24
|
|
call printtext
|
|
|
|
mov esi, leveltext
|
|
mov ebx, 300
|
|
call printtext
|
|
stdcall aimgtoimg, img_levelup, 150, 180, vscreen, TRANSPARENCY
|
|
|
|
ret
|
|
|
|
|
|
render_menu:
|
|
|
|
stdcall aimgtoimg, img_logo, 50, 80, vscreen, TRANSPARENCY
|
|
|
|
cmp [menu], 0
|
|
jne .menu_0
|
|
stdcall aimgtoimg2, img_menu1, 30, 200, vscreen, TRANSPARENCY
|
|
jmp .menu_1
|
|
.menu_0:
|
|
stdcall aimgtoimg, img_menu1, 30, 200, vscreen, TRANSPARENCY
|
|
.menu_1:
|
|
cmp [menu], 1
|
|
jne .menu_2
|
|
stdcall aimgtoimg2, img_menu2, 80, 250, vscreen, TRANSPARENCY
|
|
jmp .menu_3
|
|
.menu_2:
|
|
stdcall aimgtoimg, img_menu2, 80, 250, vscreen, TRANSPARENCY
|
|
.menu_3:
|
|
cmp [menu], 2
|
|
jne .menu_4
|
|
stdcall aimgtoimg2, img_menu3, 120, 300, vscreen, TRANSPARENCY
|
|
jmp .menu_5
|
|
.menu_4:
|
|
stdcall aimgtoimg, img_menu3, 120, 300, vscreen,TRANSPARENCY
|
|
.menu_5:
|
|
cmp [menu], 3
|
|
jne .menu_6
|
|
stdcall aimgtoimg2, img_menu4, 150, 350, vscreen, TRANSPARENCY
|
|
jmp .menu_7
|
|
.menu_6:
|
|
stdcall aimgtoimg, img_menu4, 150, 350, vscreen, TRANSPARENCY
|
|
.menu_7:
|
|
|
|
cmp [intro], 200
|
|
je .menu_75
|
|
inc [intro]
|
|
|
|
.menu_75:
|
|
cmp [intro], 0
|
|
jl .menu_8
|
|
stdcall aimgtoimg, img_enemy1, 390, 180, vscreen, TRANSPARENCY
|
|
|
|
cmp [intro], 15
|
|
jl .menu_8
|
|
mov esi, points_50
|
|
mov ebx, 470
|
|
mov ecx, 180
|
|
call printtext
|
|
|
|
cmp [intro],30
|
|
jl .menu_8
|
|
stdcall aimgtoimg, img_enemy2, 390, 220, vscreen, TRANSPARENCY
|
|
|
|
cmp [intro], 45
|
|
jl .menu_8
|
|
mov esi, points_100
|
|
mov ebx, 450
|
|
mov ecx, 220
|
|
call printtext
|
|
|
|
cmp [intro], 60
|
|
jl .menu_8
|
|
stdcall aimgtoimg, img_enemy3, 390, 260, vscreen, TRANSPARENCY
|
|
|
|
cmp [intro], 75
|
|
jl .menu_8
|
|
mov esi, points_150
|
|
mov ebx, 450
|
|
mov ecx, 260
|
|
call printtext
|
|
|
|
cmp [intro],90
|
|
jl .menu_8
|
|
stdcall aimgtoimg, img_enemy4, 390, 300, vscreen, TRANSPARENCY
|
|
|
|
cmp [intro], 105
|
|
jl .menu_8
|
|
mov esi, points_200
|
|
mov ebx, 450
|
|
mov ecx, 300
|
|
call printtext
|
|
|
|
cmp [intro], 120
|
|
jl .menu_8
|
|
stdcall aimgtoimg, img_enemy5, 390, 340, vscreen, TRANSPARENCY
|
|
|
|
cmp [intro],135
|
|
jl .menu_8
|
|
mov esi, points_250
|
|
mov ebx, 450
|
|
mov ecx, 340
|
|
call printtext
|
|
|
|
cmp [intro],150
|
|
jl .menu_8
|
|
stdcall aimgtoimg, img_alien, 380, 380, vscreen, TRANSPARENCY
|
|
|
|
cmp [intro],165
|
|
jl .menu_8
|
|
mov esi, points_1000
|
|
mov ebx, 430
|
|
mov ecx, 380
|
|
call printtext
|
|
|
|
.menu_8:
|
|
ret
|
|
|
|
|
|
render_highscorelist:
|
|
|
|
stdcall aimgtoimg, img_highscore, 60, 40, vscreen, TRANSPARENCY
|
|
|
|
mov ebx, 100 ; print names
|
|
mov ecx, 120
|
|
mov esi, highscorebuffer
|
|
call printtext
|
|
|
|
mov edi, highscorebuffer+100 ; print scores
|
|
mov esi, scorenumb
|
|
mov ebx, 420
|
|
mov ecx, 120
|
|
|
|
.loop:
|
|
mov eax,[edi]
|
|
push ecx
|
|
call convertscore
|
|
pop ecx
|
|
push esi
|
|
call printtext
|
|
pop esi
|
|
add ecx, 26
|
|
add edi, 4
|
|
cmp edi, highscorebuffer+140
|
|
jl .loop
|
|
|
|
ret
|
|
|
|
|
|
render_highscore:
|
|
|
|
stdcall aimgtoimg, img_highscore, 60, 40, vscreen, TRANSPARENCY
|
|
|
|
mov ebx, 60
|
|
mov ecx, 200
|
|
mov esi, entername
|
|
call printtext
|
|
|
|
mov ebx, 250
|
|
mov ecx, 250
|
|
mov esi, name
|
|
call printtext
|
|
|
|
mov esi, scoretext
|
|
mov ebx, 0
|
|
mov ecx, SCREEN_Y-24
|
|
call printtext
|
|
|
|
mov esi, leveltext
|
|
mov ebx, 300
|
|
call printtext
|
|
|
|
ret
|
|
|
|
|
|
render_enemies:
|
|
; check if direction should change
|
|
test [enemy_d], 2
|
|
jz @f
|
|
|
|
add [enemy_y], 5
|
|
|
|
mov eax, [enemy_y]
|
|
shr eax, 5
|
|
add al, [level]
|
|
mov [enemy_speed], al
|
|
|
|
and [enemy_d], 1
|
|
|
|
@@:
|
|
; move the aliens to left or right
|
|
movzx eax, [enemy_speed]
|
|
test [enemy_d], 1
|
|
jz .other_dir
|
|
|
|
sub [enemy_x], eax
|
|
jmp .no_other_dir
|
|
|
|
.other_dir:
|
|
add [enemy_x], eax
|
|
.no_other_dir:
|
|
|
|
; initialization
|
|
mov [alldeadb],1
|
|
mov edi, enemy_table
|
|
mov eax, [enemy_x]
|
|
mov [current_enemy_x], eax
|
|
mov eax, [enemy_y]
|
|
mov [current_enemy_y], eax
|
|
|
|
.loopit:
|
|
movzx eax, byte[edi]
|
|
test al, al
|
|
jz .next_alien
|
|
cmp al, 5
|
|
ja .next_alien
|
|
dec eax
|
|
mov eax, [enemy_img_list+eax*4]
|
|
|
|
.drawenemy:
|
|
mov [alldeadb], 0
|
|
stdcall aimgtoimg, eax, [current_enemy_x], [current_enemy_y], vscreen, TRANSPARENCY
|
|
; jmp checknext
|
|
|
|
.checknext:
|
|
cmp [enemy_d], 2
|
|
jge .dont_change_dir
|
|
|
|
movzx eax, [enemy_speed]
|
|
|
|
cmp [enemy_d], 0
|
|
jbe .change_dir
|
|
|
|
cmp dword[current_enemy_x],eax
|
|
jg .dont_change_dir
|
|
|
|
mov [enemy_d], 2
|
|
jmp .dont_change_dir
|
|
|
|
.change_dir:
|
|
mov ebx, SCREEN_X-ENEMY_X
|
|
sub ebx, eax
|
|
cmp dword[current_enemy_x],ebx
|
|
jl .dont_change_dir
|
|
|
|
mov [enemy_d], 3
|
|
|
|
.dont_change_dir:
|
|
cmp [current_enemy_y], SHIP_Y_POS-ENEMY_Y-BOUNDARY
|
|
jle .next_alien ;;;;;;
|
|
|
|
mov [status], 2
|
|
ret
|
|
|
|
.next_alien:
|
|
cmp edi, enemy_table+20
|
|
jge .alldead
|
|
|
|
inc edi
|
|
add dword[current_enemy_x],ENEMY_X+BOUNDARY
|
|
mov eax,dword[current_enemy_x]
|
|
sub eax,dword[enemy_x]
|
|
cmp eax,5*(ENEMY_X+BOUNDARY)
|
|
jl .no_newline
|
|
|
|
sub [current_enemy_x], 5*(ENEMY_X+BOUNDARY)
|
|
add [current_enemy_y], ENEMY_Y+BOUNDARY
|
|
.no_newline:
|
|
jmp .loopit
|
|
|
|
.alldead:
|
|
cmp [alldeadb], 0
|
|
je .enemy_end
|
|
|
|
mov [status], 6
|
|
ret
|
|
|
|
.enemy_end:
|
|
cmp [alien_x], 5
|
|
jge @f
|
|
|
|
call random_generator
|
|
cmp eax,0xffffffff/50 ; one out of 500 chances that it appears during this frame
|
|
jl .alien_end
|
|
mov [alien_x], SCREEN_X-ALIEN_X
|
|
@@:
|
|
push eax
|
|
|
|
mov eax, SCREEN_X ; mov eax, SCREEN_X
|
|
sub eax, dword [alien_x]
|
|
|
|
cmp eax, ALIEN_X
|
|
jle @f
|
|
mov eax, ALIEN_X
|
|
@@:
|
|
|
|
; stdcall getimg, img_alien, 0, 0, 10, ALIEN_Y, img_alienpiece
|
|
stdcall aimgtoimg, img_alien, [alien_x], ALIEN_Y_POS, vscreen, TRANSPARENCY
|
|
sub [alien_x], 5
|
|
|
|
pop eax
|
|
|
|
.alien_end:
|
|
ret
|
|
|
|
|
|
|
|
render_bullet:
|
|
cmp [bullet_y], BULLETSPEED
|
|
jl .nobullet
|
|
sub [bullet_y], BULLETSPEED
|
|
|
|
stdcall aimgtoimg, img_bullet, [bullet_x], [bullet_y], vscreen, TRANSPARENCY
|
|
|
|
.nobullet:
|
|
ret
|
|
|
|
|
|
|
|
bullet_collision_detection:
|
|
|
|
cmp [bullet_y], BULLETSPEED ; does the bullet hit top of the screen?
|
|
jle .hidebullet ; yes, hide bullet
|
|
|
|
mov edi, enemy_table
|
|
mov eax, [enemy_x]
|
|
mov [current_enemy_x], eax
|
|
mov eax, [enemy_y]
|
|
mov [current_enemy_y], eax
|
|
|
|
.check:
|
|
cmp byte[edi],0 ; is the enemy at this position alive?
|
|
je .nextcheck ; no, try next enemy
|
|
; check if bullet hits current enemy
|
|
|
|
mov eax, [current_enemy_y] ; move the enemy y position into eax
|
|
cmp [bullet_y], eax ; is the bullet's y position less than eax (enemy y pos)
|
|
jl .nextcheck ; yes, bullet can't be colliding, check next enemy
|
|
|
|
add eax, ENEMY_Y ; add the width of the enemy to the enemy's y position (wich is still stored in eax)
|
|
cmp [bullet_y], eax ; is the bullet's y position greater than eax (the end of the enemy)
|
|
jg .nextcheck ; yes, bullet can't be colliding, check next enemy
|
|
|
|
mov eax, [current_enemy_x] ; now do the same but for the x positions
|
|
cmp [bullet_x], eax ;
|
|
jl .nextcheck ;
|
|
;
|
|
add eax, ENEMY_Y ;
|
|
cmp [bullet_x], eax ;
|
|
jg .nextcheck ;
|
|
|
|
jmp .hit
|
|
|
|
.nextcheck:
|
|
inc edi
|
|
add [current_enemy_x], ENEMY_X+BOUNDARY
|
|
mov eax, [current_enemy_x]
|
|
sub eax, [enemy_x]
|
|
cmp eax, 5*(ENEMY_X+BOUNDARY)
|
|
jl .no_newline
|
|
|
|
sub [current_enemy_x], 5*(ENEMY_X+BOUNDARY)
|
|
add [current_enemy_y], ENEMY_Y+BOUNDARY
|
|
.no_newline:
|
|
|
|
cmp edi, enemy_table+20 ; is this the last enemy?
|
|
jg .nohit ; yes, none of them was hit
|
|
jmp .check ; no, check if enemy is alive and draw it
|
|
|
|
.hit:
|
|
movzx ebx, byte[edi] ; mov the enemy number onto ebx
|
|
add [score], ebx ; add this number to the score dword
|
|
|
|
mov eax,[score]
|
|
call convertscore
|
|
|
|
mov byte[edi],0 ; hide the enemy
|
|
.hidebullet:
|
|
mov [bullet_y], 1 ; mov the bullet to top of screen (hide it)
|
|
jmp .noalienhit
|
|
|
|
.nohit:
|
|
mov eax, [alien_x] ; check if we hit the big alien in the ufo
|
|
cmp [bullet_x], eax
|
|
jl .noalienhit
|
|
add eax, ALIEN_X-BULLET_X
|
|
cmp [bullet_x], eax
|
|
jg .noalienhit
|
|
cmp [bullet_y], ALIEN_Y_POS+ALIEN_Y
|
|
jg .noalienhit
|
|
|
|
add [score], 100/5
|
|
mov eax, [score]
|
|
call convertscore
|
|
|
|
mov [alien_x], 0
|
|
|
|
.noalienhit:
|
|
ret
|
|
|
|
|
|
|
|
convertscore:
|
|
|
|
test al,1
|
|
jz .1
|
|
mov byte[scorenumb+5],'5'
|
|
jmp .2
|
|
.1:
|
|
mov byte[scorenumb+5],'0'
|
|
.2:
|
|
shr eax,1
|
|
mov ecx,10
|
|
xor edx,edx
|
|
div ecx
|
|
add dl,'0'
|
|
mov byte[scorenumb+4],dl
|
|
xor edx,edx
|
|
div ecx
|
|
add dl,'0'
|
|
mov byte[scorenumb+3],dl
|
|
xor edx,edx
|
|
div ecx
|
|
add dl,'0'
|
|
mov byte[scorenumb+2],dl
|
|
xor edx,edx
|
|
div ecx
|
|
add dl,'0'
|
|
mov byte[scorenumb+1],dl
|
|
xor edx,edx
|
|
div ecx
|
|
add dl,'0'
|
|
mov byte[scorenumb+0],dl
|
|
|
|
ret
|
|
|
|
|
|
fillscreen: ; eax - screen color ( 0x00RRGGBB )
|
|
|
|
mov edi, vscreen+8
|
|
cld
|
|
mov ecx, SCREEN_X*SCREEN_Y
|
|
.lab1:
|
|
mov [edi], eax
|
|
add edi, 3
|
|
loop .lab1
|
|
|
|
ret
|
|
|
|
|
|
printtext:
|
|
|
|
push ebx
|
|
|
|
.loop:
|
|
lodsb
|
|
test al, al
|
|
jz .done
|
|
cmp al, 13
|
|
je .nextline
|
|
cmp al,' '
|
|
je .space
|
|
|
|
cmp al,'0'
|
|
jl .loop
|
|
cmp al,'9'
|
|
jle .usenumbers
|
|
|
|
cmp al,'z'
|
|
jg .loop
|
|
cmp al,'a'
|
|
jge .usesmallfont
|
|
|
|
cmp al,'Z'
|
|
jg .loop
|
|
cmp al,'A'
|
|
jge .usebigfont
|
|
jmp .loop
|
|
|
|
.usesmallfont:
|
|
movzx edx, al
|
|
sub edx, 'a'
|
|
mov eax, 12
|
|
mul edx
|
|
|
|
stdcall getimg, img_smallfont, 0, eax, 20, 12, img_char
|
|
push ecx
|
|
add ecx, 4
|
|
stdcall aimgtoimg, img_char, ebx, ecx, vscreen, TRANSPARENCY
|
|
pop ecx
|
|
add ebx, 20
|
|
jmp .loop
|
|
|
|
.usebigfont:
|
|
movzx edx, al
|
|
sub edx, 'A'
|
|
mov eax, 20
|
|
mul edx
|
|
|
|
stdcall getimg, img_bigfont, 0, eax, 28, 20, img_char
|
|
stdcall aimgtoimg, img_char, ebx, ecx, vscreen, TRANSPARENCY
|
|
add ebx, 28
|
|
jmp .loop
|
|
|
|
.usenumbers:
|
|
movzx edx, al
|
|
sub edx, '0'
|
|
mov eax, 20
|
|
mul edx
|
|
|
|
stdcall getimg, img_numbers, 0, eax, 16, 20, img_char
|
|
stdcall aimgtoimg, img_char, ebx, ecx, vscreen, TRANSPARENCY
|
|
add ebx, 20
|
|
jmp .loop
|
|
|
|
.space:
|
|
add ebx, 20
|
|
jmp .loop
|
|
|
|
.nextline:
|
|
pop ebx
|
|
push ebx
|
|
add ecx, 26
|
|
jmp .loop
|
|
|
|
.done:
|
|
pop ebx
|
|
ret
|
|
|
|
|
|
init_starfield:
|
|
|
|
mov ebx, STARS
|
|
.loop:
|
|
cmp ebx, STARS+(STARS_*5)
|
|
jge .done
|
|
|
|
call random_generator
|
|
and al, STARLEVELS
|
|
test al,al
|
|
jnz @f
|
|
inc al
|
|
@@:
|
|
mov byte[ebx],al
|
|
|
|
call random_generator
|
|
and eax, SCREEN_X-1
|
|
inc eax
|
|
mov word[ebx+1],ax
|
|
|
|
call random_generator
|
|
and eax, SCREEN_Y-1
|
|
inc eax
|
|
mov word[ebx+3],ax
|
|
|
|
add ebx, 5
|
|
jmp .loop
|
|
.done:
|
|
ret
|
|
|
|
|
|
render_starfield:
|
|
|
|
mov esi, STARS
|
|
.loop:
|
|
cmp esi, STARS+(STARS_*5)
|
|
jge .done
|
|
|
|
movzx eax, byte[esi] ; z (speed, brightness)
|
|
movzx ebx, word[esi+1] ; x
|
|
movzx ecx, word[esi+3] ; y
|
|
add bx, ax
|
|
cmp bx, SCREEN_X
|
|
jl .moveit
|
|
|
|
xor ebx, ebx
|
|
inc ebx
|
|
|
|
call random_generator
|
|
mov ecx, [generator]
|
|
and ecx, SCREEN_Y-1
|
|
inc ecx
|
|
mov word[esi+3], cx
|
|
|
|
call random_generator
|
|
and al, STARLEVELS
|
|
test al, al
|
|
jnz @f
|
|
inc al
|
|
@@:
|
|
mov [esi], al
|
|
|
|
.moveit:
|
|
mov word[esi+1], bx
|
|
|
|
movzx eax, byte[esi]
|
|
inc eax
|
|
mov edx, 0xff/(STARLEVELS+1)
|
|
mul edx
|
|
|
|
mov ah, al
|
|
shl eax, 8
|
|
mov al, ah
|
|
mov ebp, eax
|
|
|
|
mov eax, SCREEN_X
|
|
mul ecx
|
|
add eax, ebx
|
|
mov edx, 3
|
|
mul edx
|
|
|
|
cmp eax, SCREEN_X*SCREEN_Y*3
|
|
jg @f
|
|
add eax, vscreen+8
|
|
and dword[eax], 0xff000000
|
|
or dword[eax], ebp
|
|
@@:
|
|
|
|
add esi, 5
|
|
jmp .loop
|
|
|
|
.done:
|
|
ret
|
|
|
|
random_generator: ; (pseudo random, actually :)
|
|
|
|
xor eax, [generator]
|
|
imul eax, 214013
|
|
xor eax, 0xdeadbeef
|
|
rol eax, 9
|
|
mov [generator], eax
|
|
ror eax, 16
|
|
and eax, 0x7fff
|
|
|
|
ret
|
|
|
|
|
|
|
|
|
|
level1:
|
|
db 4,4,4,4,4
|
|
db 3,3,3,3,3
|
|
db 2,2,2,2,2
|
|
db 1,1,1,1,1
|
|
|
|
level2:
|
|
db 4,1,3,1,4
|
|
db 4,3,2,3,4
|
|
db 0,4,1,4,0
|
|
db 0,0,2,0,0
|
|
|
|
level3:
|
|
db 1,5,5,5,1
|
|
db 1,2,2,2,1
|
|
db 3,1,2,1,3
|
|
db 4,3,1,3,4
|
|
|
|
level4:
|
|
db 4,5,2,5,4
|
|
db 5,3,3,3,5
|
|
db 4,5,4,5,4
|
|
db 1,5,5,5,1
|
|
|
|
level5:
|
|
db 5,4,3,4,5
|
|
db 5,4,4,4,5
|
|
db 4,5,4,5,4
|
|
db 3,5,1,5,3
|
|
|
|
level6:
|
|
db 1,2,5,4,5
|
|
db 5,4,5,2,1
|
|
db 1,2,5,4,5
|
|
db 1,1,5,1,1
|
|
|
|
level7:
|
|
db 1,2,3,2,1
|
|
db 1,3,3,3,1
|
|
db 3,4,3,4,3
|
|
db 5,5,5,5,5
|
|
|
|
level8:
|
|
db 1,2,3,4,5
|
|
db 3,5,3,5,4
|
|
db 4,2,3,2,3
|
|
db 5,4,3,2,1
|
|
|
|
enemy_table:
|
|
db 0,0,0,0,0
|
|
db 0,0,0,0,0
|
|
db 0,0,0,0,0
|
|
db 0,0,0,0,0
|
|
|
|
msgAbout db 'Hidnplayrs invaders',13,'KolibriOS version',13,13,'released under GPL',13,'make this game better',13,'if you want to',0
|
|
title db 'Invaders',0
|
|
msgdone db 'You have saved the planet!',0
|
|
entername db 'Enter your name highscorer!',0
|
|
highscorefile db 'invaders.dat',0
|
|
points_50 db '5 pt',0
|
|
points_100 db '10 pt',0
|
|
points_150 db '15 pt',0
|
|
points_200 db '20 pt',0
|
|
points_250 db '25 pt',0
|
|
points_1000 db '100 pt',0
|
|
ship_x dd SHIP_X_POS
|
|
enemy_x dd 0
|
|
enemy_y dd 0
|
|
enemy_d db 0
|
|
current_enemy_x dd 0
|
|
current_enemy_y dd 0
|
|
bullet_x dd 0
|
|
bullet_y dd 1
|
|
score dd 0
|
|
alldeadb db 0
|
|
status db 0 ; status: 0=menu 1=game 2=gameover 3=paused 4=about 5=highscorelist 6=levelup 7=highscore...
|
|
menu db 0 ; menu: 0=start 1=about 2=highscores 3=exit...
|
|
generator dd 0x45dd4d15
|
|
alien_x dd 0
|
|
;drawroutine dd 0
|
|
returnaddr dd 0
|
|
intro dw 0
|
|
scoretext db 'score '
|
|
scorenumb db 0,0,0,0,0,0,0
|
|
leveltext db 'level '
|
|
levelnumb db 0,0,0
|
|
lives db 0
|
|
level db 1
|
|
enemy_speed db 1
|
|
namepos db 0
|
|
name db 0x11,0x11,0x11,0x11,0x11,0x11,0x11,0x11,0x11,0x0d,0x00
|
|
|
|
enemy_img_list:
|
|
dd img_enemy1
|
|
dd img_enemy2
|
|
dd img_enemy3
|
|
dd img_enemy4
|
|
dd img_enemy5
|
|
|
|
|
|
gif_bullet file 'bullet2.gif'
|
|
.size = $ - gif_bullet
|
|
gif_bullet2 file 'bullet2.gif'
|
|
.size = $ - gif_bullet2
|
|
gif_ship file 'ship.gif'
|
|
.size = $ - gif_ship
|
|
gif_enemy1 file 'enemy1.gif'
|
|
.size = $ - gif_enemy1
|
|
gif_enemy2 file 'enemy2.gif'
|
|
.size = $ - gif_enemy2
|
|
gif_enemy3 file 'enemy3.gif'
|
|
.size = $ - gif_enemy3
|
|
gif_enemy4 file 'enemy4.gif'
|
|
.size = $ - gif_enemy4
|
|
gif_enemy5 file 'enemy5.gif'
|
|
.size = $ - gif_enemy5
|
|
gif_alien file 'alien.gif'
|
|
.size = $ - gif_alien
|
|
gif_menu1 file 'menu1.gif'
|
|
.size = $ - gif_menu1
|
|
gif_menu2 file 'menu2.gif'
|
|
.size = $ - gif_menu2
|
|
gif_menu3 file 'menu3.gif'
|
|
.size = $ - gif_menu3
|
|
gif_menu4 file 'menu4.gif'
|
|
.size = $ - gif_menu3
|
|
gif_logo file 'logo.gif'
|
|
.size = $ - gif_logo
|
|
gif_pause file 'pause.gif'
|
|
.size = $ - gif_pause
|
|
gif_highscore file 'highscores.gif'
|
|
.size = $ - gif_highscore
|
|
gif_smallfont file 'font_small.gif'
|
|
.size = $ - gif_smallfont
|
|
gif_bigfont file 'font_capital.gif'
|
|
.size = $ - gif_bigfont
|
|
gif_numbers file 'numbers.gif'
|
|
.size = $ - gif_numbers
|
|
gif_levelup file 'nextlevel.gif'
|
|
.size = $ - gif_levelup
|
|
gif_gameover file 'gameover.gif'
|
|
.size = $ - gif_gameover
|
|
|
|
align 16
|
|
@IMPORT:
|
|
|
|
library \
|
|
libimg , 'libimg.obj'
|
|
|
|
import libimg , \
|
|
libimg.init , 'lib_init' , \
|
|
img.decode , 'img_decode' , \
|
|
img.to_rgb2 , 'img_to_rgb2', \
|
|
img.destroy , 'img_destroy'
|
|
|
|
|
|
vscreen:
|
|
dd SCREEN_X
|
|
dd SCREEN_Y
|
|
rb SCREEN_X*SCREEN_Y*3
|
|
|
|
IM_END:
|
|
|
|
STARS rb STARS_*5
|
|
|
|
img_bullet rb BULLET_X*BULLET_Y*3+8
|
|
img_bullet2 rb BULLET_X*BULLET_Y*3+8
|
|
img_ship rb SHIP_X*SHIP_Y*3+8
|
|
img_enemy1 rb ENEMY_X*ENEMY_Y*3+8
|
|
img_enemy2 rb ENEMY_X*ENEMY_Y*3+8
|
|
img_enemy3 rb ENEMY_X*ENEMY_Y*3+8
|
|
img_enemy4 rb ENEMY_X*ENEMY_Y*3+8
|
|
img_enemy5 rb ENEMY_X*ENEMY_Y*3+8
|
|
img_alien rb ALIEN_X*ALIEN_Y*3+8
|
|
img_menu1 rb 220*18*3+8
|
|
img_menu2 rb 135*18*3+8
|
|
img_menu3 rb 245*18*3+8
|
|
img_menu4 rb 110*18*3+8
|
|
img_logo rb 40*540*3+8
|
|
img_pause rb 40*320*3+8
|
|
img_levelup rb 40*320*3+8
|
|
img_gameover rb 40*320*3+8
|
|
img_highscore rb 40*530*3+8
|
|
img_smallfont rb 20*312*3+8
|
|
img_bigfont rb 28*520*3+8
|
|
img_numbers rb 16*200*3+8
|
|
|
|
img_char rb 28*20*3+8
|
|
img_alienpiece rb ALIEN_X*ALIEN_Y*3+8
|
|
|
|
highscorebuffer rb 1024
|
|
|
|
I_END: |