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Project.asm
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; PATH D:\Microsoft VS Code\Irvine Library\irvine;%(AdditionalLibraryDirectories)
.386
.model flat,stdcall
.stack 4096
INCLUDE Irvine32.inc
INCLUDE macros.inc
includelib Winmm.lib
PlaySound PROTO,
pszSound:PTR BYTE,
hmod:DWORD,
fdwSound:DWORD
ExitProcess PROTO, dwExitCode: DWORD
.data
gameTitle byte " ", 0ah, 0
byte " .----------------. .----------------. .----------------. .----------------. .----------------. .-----------------.", 0ah, 0
byte "| .--------------. || .--------------. || .--------------. || .--------------. || .--------------. || .--------------. |", 0ah, 0
byte "| | ______ | || | __ | || | ______ | || | ____ ____ | || | __ | || | ____ _____ | |", 0ah, 0
byte "| | |_ __ \ | || | / \ | || | .' ___ | | || ||_ \ / _|| || | / \ | || ||_ \|_ _| | |", 0ah, 0
byte "| | | |__) | | || | / /\ \ | || | / .' \_| | || | | \/ | | || | / /\ \ | || | | \ | | | |", 0ah, 0
byte "| | | ___/ | || | / ____ \ | || | | | | || | | |\ /| | | || | / ____ \ | || | | |\ \| | | |", 0ah, 0
byte "| | _| |_ | || | _/ / \ \_ | || | \ `.___.'\ | || | _| |_\/_| |_ | || | _/ / \ \_ | || | _| |_\ |_ | |", 0ah, 0
byte "| | |_____| | || ||____| |____|| || | `._____.' | || ||_____||_____|| || ||____| |____|| || ||_____|\____| | |", 0ah, 0
byte "| | | || | | || | | || | | || | | || | | |", 0ah, 0
byte "| '--------------' || '--------------' || '--------------' || '--------------' || '--------------' || '--------------' |", 0ah, 0
byte " '----------------' '----------------' '----------------' '----------------' '----------------' '----------------' ", 0ah, 0
menuTitle byte " __ __ _ __ __ ",0ah,0
byte " | \/ | (_) | \/ | ",0ah,0
byte " | \ / | __ _ _ _ __ | \ / | ___ _ __ _ _ ",0ah,0
byte " | |\/| |/ _` | | '_ \ | |\/| |/ _ \ '_ \| | | | ",0ah,0
byte " | | | | (_| | | | | | | | | | __/ | | | |_| | ",0ah,0
byte " |_| |_|\__,_|_|_| |_| |_| |_|\___|_| |_|\__,_| ",0ah,0
instrucTitle byte" _____ _ _ _ ",0ah,0
byte" |_ _| | | | | (_) ",0ah,0
byte" | | _ __ ___| |_ _ __ _ _ ___| |_ _ ___ _ __ ___ ",0ah,0
byte" | | | '_ \/ __| __| '__| | | |/ __| __| |/ _ \| '_ \/ __|",0ah,0
byte" _| |_| | | \__ \ |_| | | |_| | (__| |_| | (_) | | | \__ \",0ah,0
byte" |_____|_| |_|___/\__|_| \__,_|\___|\__|_|\___/|_| |_|___/",0ah,0
levelComp byte" _ _ ",0ah
byte" | | | | ",0ah
byte" | | _____ _____| | ",0ah
byte" | | / _ \ \ / / _ \ | ",0ah
byte" | |___| __/\ V / __/ | ",0ah
byte" |______\___| \_/ \___|_| _ _ _ _ ",0ah
byte" / ____| | | | | | | | ",0ah
byte" | | ___ _ __ ___ _ __ | | ___| |_ ___ __| | | ",0ah
byte" | | / _ \| '_ ` _ \| '_ \| |/ _ \ __/ _ \/ _` | | ",0ah
byte" | |___| (_) | | | | | | |_) | | __/ || __/ (_| |_| ",0ah
byte" \_____\___/|_| |_| |_| .__/|_|\___|\__\___|\__,_(_) ",0ah
byte" | | ",0ah
byte" |_| ",0ah,0
OverTitle byte" _____ ",0ah
byte" / ____| ",0ah
byte" | | __ __ _ _ __ ___ ___ ",0ah
byte" | | |_ |/ _` | '_ ` _ \ / _ \ ",0ah
byte" | |__| | (_| | | | | | | __/ ",0ah
byte" \_____|\__,_|_| |_| |_|\___| ",0ah
byte" / __ \ | | ",0ah
byte" | | | |_ _____ _ __| | ",0ah
byte" | | | \ \ / / _ \ '__| | ",0ah
byte" | |__| |\ V / __/ | |_| ",0ah
byte" \____/ \_/ \___|_| (_) ",0ah,0
CompletedTitle byte" _____ ",0ah
byte" | __ \ ",0ah
byte" | | \/ __ _ _ __ ___ ___ ",0ah
byte" | | __ / _` | '_ ` _ \ / _ \ ",0ah
byte" | |_\ \ (_| | | | | | | __/ ",0ah
byte" \____/\__,_|_| |_| |_|\___| ",0ah
byte" ",0ah
byte" ",0ah
byte" _____ _ _ _ _ ",0ah
byte" / __ \ | | | | | | |",0ah
byte" | / \/ ___ _ __ ___ _ __ | | ___| |_ ___ __| | |",0ah
byte" | | / _ \| '_ ` _ \| '_ \| |/ _ \ __/ _ \/ _` | |",0ah
byte" | \__/\ (_) | | | | | | |_) | | __/ || __/ (_| |_|",0ah
byte" \____/\___/|_| |_| |_| .__/|_|\___|\__\___|\__,_(_)",0ah
byte" | | ",0ah
byte" |_| ",0ah,0
highScoreTitle byte" _ _ _____ _____ _ _ _____ _____ ____ _____ ______ _____ ",0ah
byte" | | | |_ _/ ____| | | |/ ____|/ ____/ __ \| __ \| ____|/ ____| ",0ah
byte" | |__| | | || | __| |__| | (___ | | | | | | |__) | |__ | (___ ",0ah
byte" | __ | | || | |_ | __ |\___ \| | | | | | _ /| __| \___ \ ",0ah
byte" | | | |_| || |__| | | | |____) | |___| |__| | | \ \| |____ ____) | ",0ah
byte" |_| |_|_____\_____|_| |_|_____/ \_____\____/|_| \_\______|_____/ ",0ah,0
map1 byte "------------------------------------------------------------------------------------------------------------------------", 0ah, 0
byte "| |", 0ah, 0
byte "| |", 0ah, 0
byte "| . | . | . | . |", 0ah, 0
byte "| . | . | . | . |", 0ah, 0
byte "| . | . | . | . |", 0ah, 0
byte "| . | . | . | . |", 0ah, 0
byte "| . | . | . | . |", 0ah, 0
byte "| . | . | . | . |", 0ah, 0
byte "| . | . | . | . |", 0ah, 0
byte "| . | . | . | . |", 0ah, 0
byte "| . . . . . . . . | . . . . . . . . . | . . . . . . . . . . . | . . . . . . . .|", 0ah, 0
byte "| . | | | .|", 0ah, 0
byte "| . ---------------| ------------------------------------------------ |--------------- .|", 0ah, 0
byte "| . | | | .|", 0ah, 0
byte "| . . . . . . . . | . . . . . . . . . . | . . . . . . . . . . . | . . . . . . . .|", 0ah, 0
byte "| . | . | . | . |", 0ah, 0
byte "| . | . | . | . |", 0ah, 0
byte "| . | . | . | . |", 0ah, 0
byte "| . | . | . | . |", 0ah, 0
byte "| . | . | . | . |", 0ah, 0
byte "| . | . | . | . |", 0ah, 0
byte "| . | . | . | . |", 0ah, 0
byte "| . | . | . | . |", 0ah, 0
byte "| |", 0ah, 0
byte "| |", 0ah, 0
byte "| |", 0ah, 0
byte "------------------------------------------------------------------------------------------------------------------------", 0ah, 0
map2 byte "------------------------------------------------------------------------------------------------------------------------", 0ah, 0
byte "| . . . . . . . . . . | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . | . . . . . . . . . . |", 0ah, 0
byte "| . . | . . | . . |", 0ah, 0
byte "| . | . | . ------------------------------------------------- . | . | . |", 0ah, 0
byte "| . | . | . | . . . . . . . . . . . . | . | . | . |", 0ah, 0
byte "| . | . | . | . . . . | . | . | . |", 0ah, 0
byte "| . . . . . . | . | . | . . . . | . | . | . |", 0ah, 0
byte "|--------- . | . | . | . . ------- . . | . | . | . |", 0ah, 0
byte "| . . . . . . | . | . | . . . . | . | . | . |", 0ah, 0
byte "| . | . . | . . . . | . | . | . |", 0ah, 0
byte "| . | . . . . . . . | . . . . . . . . . . . . . | . | . |", 0ah, 0
byte "| . . . . . . | . ---------------- . ------------- ------------- . . . . | . . |", 0ah, 0
byte "|--------- . | . | . . . . . . . | | | . . . . . . . . . . |", 0ah, 0
byte "| . . . . . . | . | . | | ----------- ---------|", 0ah, 0
byte "| . | . | . | | | | | |", 0ah, 0
byte "| . | . | . | --------------------------------- | | |", 0ah, 0
byte "| . . . . . . | . . | | | | | |", 0ah, 0
byte "|--------- . | . . . . . . . | | . | |", 0ah, 0
byte "| . . . . . . | . | | | . | |", 0ah, 0
byte "| . | . ---------------- | | . | |", 0ah, 0
byte "| . | . | | | . | ---------------- | |", 0ah, 0
byte "| . . . . . | . | . . . . . . . | . | |", 0ah, 0
byte "|--------- | . | . . . . . . . | | . . . . . . . . . . . |", 0ah, 0
byte "| | . | | . -------------- . |", 0ah, 0
byte "| . . -------------------------------------------- ---------------------------| . . . . . . . . . . . |", 0ah, 0
byte "| . . . . . . . . . . . . . . | |", 0ah, 0
byte "| . . . . . . . . . . . . | |", 0ah, 0
byte "------------------------------------------------------------------------------------------------------------------------", 0ah, 0
map3 byte "------------------------------------------------------------------------------------------------------------------------", 0ah, 0
byte "| . . . . . . . . . . | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . | . . . . . . . . . |", 0ah, 0
byte "| . . | . . | . . |", 0ah, 0
byte "| . ----------- . | . --------------------- ---------------- | . | . ----------- . |", 0ah, 0
byte "| . | . | . | . . . . . . | | . . . . . | . | . | . |", 0ah, 0
byte "| . | . | . | . . | | . . | . | . . . . . | . |", 0ah, 0
byte "| . . . . . . | . | . | . | . | | . | . | . | . | . |", 0ah, 0
byte "|---------- . | . | . | . | . | | . | . | . --------- . . |", 0ah, 0
byte "| . . . . . . | . | . | . | . --------- . | . | . | . . . . . |", 0ah, 0
byte "| . | . | . | . | . . | . | | |", 0ah, 0
byte "| . ---------| . . . . . . . | . | . . . . . . . . . . | ---------- |", 0ah, 0
byte "| . . . . . . | . ---------------- . ------------- ------------- . |", 0ah, 0
byte "| . | . | . . . . . . . . . | | . ---------------- . | . |", 0ah, 0
byte "|--------- . | . | . . | | . | . . . . . | . | . |", 0ah, 0
byte "| . . . . . . | . | . ----- | . | | . | . . | . | . |", 0ah, 0
byte "| . | . | . | | . --------------------------------- . | . | . | . | . |", 0ah, 0
byte "| . ---------| . . | | . | | . | . | . | . | . |", 0ah, 0
byte "| . . . . . . | . . . . | . . . | . | . . . . . | . | . . | . |", 0ah, 0
byte "| . | | . | | . | | . | . | . . . . | . |", 0ah, 0
byte "| . --------------------- -------------- . | | . | | . ----------- ---------------- . |", 0ah, 0
byte "| . | . . . . . . . | | . | | . . |", 0ah, 0
byte "| . . . . . . . . . . . . . . . | . | . | . . . . . . . . . . . . . . . . . . . . . |", 0ah, 0
byte "| . | . . . . . . . . . . . . . . | . |", 0ah, 0
byte "| . ----------------------------------------------------------------------------------------------------------- . |", 0ah, 0
byte "| . | | | | | | . |", 0ah, 0
byte "| . . . | . . . . | . . . . | . . . . | . . . . | . . . . | . . . . | . . . . | . . . . | . . . . | . . . . | . . |", 0ah, 0
byte "| | | | | | |", 0ah, 0
byte "------------------------------------------------------------------------------------------------------------------------", 0ah, 0
mapWidth=122
CurrentMap DB 1 ;by defualt current map is 1
playerNAME DB 25 DUP(?)
playerNAMEWidth=25
sizeOfPlayer BYTE 0
tempLoops DB ?
strScore BYTE " Score: ",0
score BYTE 0
FinalScore BYTE 0
reuiredScore1 DB 15 ;146 total ;Here i've kept this as a lower number for levels to end quiclkly XD, you can increase it
reuiredScore2 DB 15 ;316
reuiredScore3 DB 15 ;380
PacmanLives DB 3
strName BYTE " Name: ",0
strLives BYTE " Lives: ",0
xPos BYTE 64
yPos BYTE 19
xPosFruit BYTE 64
yPosFruit BYTE 19
isFruitCollected BYTE 0
counter DB 0
xPosGhost BYTE 62,64,66
yPosGhost BYTE 13,13,13
GhostCount DB 3
bool1 DB 0
boolG1 DB 1,0,0,0 ;[0] for UP, [1] for DOWN, [2] for right, [3] for left
boolG2 DB 1,0,0,0 ;[0] for UP, [1] for DOWN, [2] for right, [3] for left
boolG3 DB 1,0,0,0 ;[0] for UP, [1] for DOWN, [2] for right, [3] for left
boolG4 DB 1,0,0,0 ;[0] for UP, [1] for DOWN, [2] for right, [3] for left
inputChar BYTE ?
previousinput BYTE ?
PacManSpeed DD 5
GhostSpeed DD 20
pacman_beginning db 'assets/pacman_beginning.wav',0
pacman_theme db 'assets/Pac-man theme remix.wav',0
pacman_eating db 'assets/PacMan Eating.wav',0
pacman_winning db 'assets/PacMan Winning.wav',0
pacman_death db 'assets/pacman-Dying.wav',0
pacman_outro db 'assets/GameOutro.wav',0
suspense db 'assets/Suspense.wav',0
filename BYTE "HighScores.txt",0
filesize DD 500
fileHandle HANDLE ?
storeThemNames DB 800 DUP(?)
SizeTemp DD ?
.code
main PROC
mov eax, 20
call WriteDec
call Clrscr
call startScreen
call Clrscr
call Level1
call LevelCompleted
out1::
mov score,0
call clrscr
call ResetPlayerGhost
call Level2
call LevelCompleted
out2::
mov score,0
call clrscr
call ResetPlayerGhost
call Level3
out3::
call GameCompleted
INVOKE ExitProcess,0
main ENDP
;///////////////////////////////////////////////////////////////////////////////////////////////////
Level1 PROC
mov CurrentMap,1
call DrawMap
call DrawPlayer
call DrawGhosts
mov eax, white
call SetTextColor
mov dl,30
mov dh,0
call Gotoxy
mov edx,OFFSET strName
call WriteString
mov eax, blue
call SetTextColor
mov edx,OFFSET playerNAME
call WriteString
INVOKE PlaySound,NULL, NULL, 0
INVOKE PlaySound, OFFSET pacman_theme, NULL,11h
gameLoop1::
call PlayerGhostCollision
call GhostMovement
backToMain1::
call checkScore
mov bl,score
cmp bl, reuiredScore1
jge LevelCompleted
mov eax,white (black * 16)
call SetTextColor
;//////////////////////////////////////
; draw score:
mov dl,0
mov dh,0
call Gotoxy
mov edx,OFFSET strScore
call WriteString
mov al,score
call WriteDec
mov eax, lightred
call SetTextColor
mov dl,55
mov dh,0
call Gotoxy
mov edx,OFFSET strLives
call WriteString
mov eax, white
call SetTextColor
mov al,PacmanLives
call WriteDec
;//////////////////////////////////////
; get user key input:
call ReadKey
;mov inputChar,al
jz NoInput
mov bl, inputChar
mov previousinput, bl
mov inputChar,al
NoInput:
; exit game if user types 'x':
cmp inputChar,"x"
je exitGame
cmp inputChar,"p"
je pauseScreen
cmp inputChar,"w"
je moveUp
cmp inputChar,"s"
je moveDown
cmp inputChar,"a"
je moveLeft
cmp inputChar,"d"
je moveRight
jne gameLoop1
moveUp:
mov bl,yPos
cmp bl,2
jle gameLoop1
call checkUPCollision
mov eax, PacManSpeed ;slow down the moving
add eax, PacManSpeed
call delay
call UpdatePlayer
mov ah, yPos
mov al, xPos ;al ah stores the pos of Pacman
call UpdatePlayer
dec yPos
call DrawPlayer
mov eax,70
call Delay
jmp gameLoop1
moveDown:
mov bl,yPos
cmp bl,27
je gameLoop1
call checkDOWNCollision
mov eax, PacManSpeed ;slow down the moving
add eax, PacManSpeed
call delay
call UpdatePlayer
mov ah, yPos
mov al, xPos ;al ah stores the pos of pacman
inc yPos
call DrawPlayer
jmp gameLoop1
moveLeft:
mov bl,xPos
cmp bl,1
je gameLoop1
call checkLEFTCollision
mov eax, PacManSpeed ;slow down the moving
add eax, PacManSpeed
call delay
call UpdatePlayer
mov ah, yPos
mov al, xPos ;al ah stores the pos of pacman
dec xPos
call DrawPlayer
jmp gameLoop1
moveRight:
mov bl,xPos
cmp bl,118
je gameLoop
call checkRIGHTCollision
mov eax, PacManSpeed ;slow down the moving
add eax, PacManSpeed
call delay
call UpdatePlayer
mov ah, yPos
mov al, xPos ;al ah stores the pos of pacman
inc xPos
call DrawPlayer
jmp gameLoop1
jmp gameLoop1
pauseScreen:
call PauseGame
jmp gameLoop1
exitGame:
exit
LevelCompleted:
ret
Level1 ENDP
;///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Level2 PROC
mov CurrentMap,2
call DrawMap
call DrawPlayer
call DrawGhosts
mov eax, white
call SetTextColor
mov dl,30
mov dh,0
call Gotoxy
mov edx,OFFSET strName
call WriteString
mov eax, blue
call SetTextColor
mov edx,OFFSET playerNAME
call WriteString
INVOKE PlaySound,NULL, NULL, 0
INVOKE PlaySound, OFFSET pacman_theme, NULL,11h
mov counter,0
mov isFruitCollected,0
gameLoop2::
call PlayerGhostCollision
cmp isFruitCollected,1
je continu
inc counter
mov dl, counter
cmp dl, 50
jb continu
cmp dl, 180
ja continu
mov bl, xPos
mov bh, yPos
cmp bl, xPosfruit
jne conti3
cmp bh, yPosfruit
jne conti3
mov dl, 70
mov dh, 0
call gotoxy
mwrite " Fruit Collected! +25 in Score!"
mov isFruitCollected,1
mov bl,25
add score,bl
add reuiredScore2,bl
jmp continu
conti3:
mov dl,xposfruit
mov dh,yposfruit
call Gotoxy
mov eax,green
call SetTextColor
mov al, "*"
call WriteCHAR
continu:
call GhostMovement
backToMain2::
call checkScore
mov bl,score
cmp bl, reuiredScore2
jge LevelCompleted
mov eax,white (black * 16)
call SetTextColor
; draw score:
mov dl,0
mov dh,0
call Gotoxy
mov edx,OFFSET strScore
call WriteString
mov al,score
call WriteInt
mov eax, lightred
call SetTextColor
mov dl,55
mov dh,0
call Gotoxy
mov edx,OFFSET strLives
call WriteString
mov eax, white
call SetTextColor
mov al,PacmanLives
call WriteDec
; get user key input:
call ReadKey
;mov inputChar,al
jz NoInput
mov bl, inputChar
mov previousinput, bl
mov inputChar,al
NoInput:
; exit game if user types 'x':
cmp inputChar,"x"
je exitGame
cmp inputChar,"p"
je pauseScreen
cmp inputChar,"w"
je moveUp
cmp inputChar,"s"
je moveDown
cmp inputChar,"a"
je moveLeft
cmp inputChar,"d"
je moveRight
jne gameLoop2
moveUp:
mov bl,yPos
cmp bl,2
jle gameLoop
call checkUPCollision
mov eax, PacManSpeed ;slow down the moving
add eax, PacManSpeed
call delay
call UpdatePlayer
mov ah, yPos
mov al, xPos ;al ah stores the pos of pacman
mov ecx,1
jumpLoop:
call UpdatePlayer
dec yPos
call DrawPlayer
mov eax,70
call Delay
loop jumpLoop
jmp gameLoop2
moveDown:
mov bl,yPos
cmp bl,27
je gameLoop2
call checkDOWNCollision
mov eax, PacManSpeed ;slow down the moving
add eax, PacManSpeed
call delay
call UpdatePlayer
mov ah, yPos
mov al, xPos ;al ah stores the pos of pacman
inc yPos
call DrawPlayer
jmp gameLoop2
moveLeft:
mov bl,xPos
cmp bl,1
je gameLoop2
call checkLEFTCollision
mov eax, PacManSpeed ;slow down the moving
add eax, PacManSpeed
call delay
call UpdatePlayer
mov ah, yPos
mov al, xPos ;al ah stores the pos of pacman
dec xPos
call DrawPlayer
jmp gameLoop2
moveRight:
mov bl,xPos
cmp bl,118
je gameLoop
call checkRIGHTCollision
mov eax, PacManSpeed ;slow down the moving
add eax, PacManSpeed
call delay
call UpdatePlayer
mov ah, yPos
mov al, xPos ;al ah stores the pos of pacman
inc xPos
call DrawPlayer
jmp gameLoop2
jmp gameLoop2
pauseScreen:
call PauseGame
jmp gameLoop2
exitGame:
exit
LevelCompleted:
ret
Level2 ENDP
;///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Level3 PROC
mov bl,3
mov CurrentMap,bl
call DrawMap
call DrawPlayer
call DrawGhosts
mov eax, white
call SetTextColor
mov dl,30
mov dh,0
call Gotoxy
mov edx,OFFSET strName
call WriteString
mov eax, blue
call SetTextColor
mov edx,OFFSET playerNAME
call WriteString
INVOKE PlaySound,NULL, NULL, 0
INVOKE PlaySound, OFFSET pacman_theme, NULL,11h
mov isFruitCollected,0
mov counter,0
gameLoop::
call PlayerGhostCollision
cmp isFruitCollected,1
je continu
inc counter
mov dl, counter
cmp dl, 50
jb continu
cmp dl, 180
ja continu
mov bl, xPos
mov bh, yPos
cmp bl, xPosfruit
jne conti3
cmp bh, yPosfruit
jne conti3
mov dl, 70
mov dh, 0
call gotoxy
mwrite " Fruit Collected! +25 in Score!"
mov isFruitCollected,1
mov bl,25
add score,bl
add reuiredScore3,bl
jmp continu
conti3:
mov dl,xposfruit
mov dh,yposfruit
call Gotoxy
mov eax,green
call SetTextColor
mov al, "*"
call WriteCHAR
continu:
call GhostMovement
backToMain::
call checkScore
mov bl,score
cmp bl, reuiredScore3
jge LevelCompleted01
mov eax,white (black * 16)
call SetTextColor
; draw score:
mov dl,0
mov dh,0
call Gotoxy
mov edx,OFFSET strScore
call WriteString
mov al,score
call WriteInt
mov eax, lightred
call SetTextColor
mov dl,55
mov dh,0
call Gotoxy
mov edx,OFFSET strLives
call WriteString
mov eax, white
call SetTextColor
mov al,PacmanLives
call WriteDec
; get user key input:
call ReadKey
;mov inputChar,al
jz NoInput
mov bl, inputChar
mov previousinput, bl
mov inputChar,al
NoInput:
; exit game if user types 'x':
cmp inputChar,"x"
je exitGame
cmp inputChar,"p"
je pauseScreen
cmp inputChar,"w"
je moveUp
cmp inputChar,"s"
je moveDown
cmp inputChar,"a"
je moveLeft
cmp inputChar,"d"
je moveRight
jne gameLoop
moveUp:
mov bl,yPos
cmp bl,2
jle gameLoop
call checkUPCollision
mov eax, PacManSpeed ;slow down the moving
add eax, PacManSpeed
call delay
call UpdatePlayer
mov ah, yPos
mov al, xPos ;al ah stores the pos of pacman
mov ecx,1
jumpLoop:
call UpdatePlayer
dec yPos
call DrawPlayer
mov eax,70
call Delay
loop jumpLoop
jmp gameLoop
moveDown:
mov bl,yPos
cmp bl,27
je gameLoop
call checkDOWNCollision
mov eax, PacManSpeed ;slow down the moving
add eax, PacManSpeed
call delay
call UpdatePlayer
mov ah, yPos
mov al, xPos ;al ah stores the pos of pacman
inc yPos
call DrawPlayer
jmp gameLoop
moveLeft:
mov bl,xPos
cmp bl,1
je gameLoop
call checkLEFTCollision
mov eax, PacManSpeed ;slow down the moving
add eax, PacManSpeed
call delay
call UpdatePlayer
mov ah, yPos
mov al, xPos ;al ah stores the pos of pacman
dec xPos
call DrawPlayer
jmp gameLoop
moveRight:
mov bl,xPos
cmp bl,118
je gameLoop
call checkRIGHTCollision
mov eax, PacManSpeed ;slow down the moving
add eax, PacManSpeed
call delay
call UpdatePlayer
mov ah, yPos
mov al, xPos ;al ah stores the pos of pacman
inc xPos
call DrawPlayer
jmp gameLoop
jmp gameLoop
pauseScreen:
call PauseGame
jmp gameLoop
exitGame:
exit
LevelCompleted01:
call GameCompleted