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1.inc
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1.inc
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writing_to_file macro
; Open file for writing
mov ah, 3Ch ; function for creating a file
mov cx, 0 ; file attributes (0 means normal file)
mov dx, offset filename ; offset of filename string
int 21h ; call DOS interrupt
; Save file handle
mov file_handle, ax
; Move high score value to buffer_for_digits
mov ax, highscore
call print
; Write username and high score to file
mov ah, 40h ; function for writing to a file
mov bx, file_handle ; file handle returned from create file
mov cx, username_length ; length of username string
mov dx, offset Username ; offset of username string
int 21h ; call DOS interrupt to write username to file
mov cx, buffer_length ; length of buffer_for_digits
mov dx, offset buffer_for_digits ; offset of buffer_for_digits
int 21h ; call DOS interrupt to write high score to file
; Close file
mov ah, 3Eh ; function for closing a file
mov bx, file_handle ; file handle returned from create file
int 21h ; call DOS interrupt
endm
box macro x, y, len, wid, color
mov si, x
mov di, y
.while di < len
mov si, x
.while si < wid
OnlyPrinting color, si, di
inc si
.endw
inc di
.endw
endm
OnlyPrinting macro color, xAxis, yAxis
mov ah, 0ch
mov al, color
mov cx, xAxis
mov dx, yAxis
int 10h
endm
printFrom macro color, from_x, from_y, to_x , to_y
mov si, from_x
mov di, from_y
.IF si < to_x && di < to_y
.while temp != 0
OnlyPrinting color, si, di ; displaying color on the specified values
.IF si < to_x && di < to_y
inc si
inc di
.ELSEIF si < to_x
inc si
.ELSEIF di < to_y
inc di
.ELSE
mov temp, 0
.ENDIF
.endw
.ELSEIF si < to_x && di > to_y
.WHILE temp != 0
OnlyPrinting color, si, di
.IF si < to_x && di > to_y
inc si
dec di
.ELSEIF si < to_x
inc si
.ELSEIF di > to_y
dec di
.ELSE
mov temp, 0
.ENDIF
.ENDW
;; when si is greater than to_x and di is less than to_y
.ELSEIF si > to_x && di < to_y
.WHILE temp != 0
OnlyPrinting color, si, di
.IF si > to_x && di < to_y
dec si
inc di
.ELSEIF si > to_x
dec si
.ELSEIF di < to_y
inc di
.ELSE
mov temp, 0
.ENDIF
.endw
;; when si is greater than to_x and di is greater than to_y
.ELSEIF si > to_x && di > to_y
.WHILE temp != 0
OnlyPrinting color, si, di
.IF si > to_x && di > to_y
dec si
dec di
.ELSEIF si > to_x
dec si
.ELSEIF di > to_y
dec di
.ELSE
mov temp, 0
.ENDIF
.ENDW
.ELSEIF si == to_x && di == to_y
OnlyPrinting color, si, di
.ELSEIF si == to_x && di < to_y
OnlyPrinting color, si, di
inc di
.WHILE di < to_y ; incrementing di until it does not reach to_y
OnlyPrinting color, si, di
inc di
.ENDW
.ELSEIF si == to_x && di > to_y
OnlyPrinting color, si, di
dec di
.WHILE di > to_y ; decrementing di until it does not reach to_y
OnlyPrinting color, si, di
dec di
.ENDW
.ELSEIF si < to_x && di == to_y
OnlyPrinting color, si, di
inc si
.WHILE si < to_x
OnlyPrinting color, si, di
inc si
.ENDW
.ELSEIF si > to_x && di == to_y
OnlyPrinting color, si, di
dec si
.WHILE si > to_x
OnlyPrinting color, si, di
dec si
.ENDW
.ENDIF
mov si, 0
mov di, 0
mov temp, 1
mov al, 0
endm
VideoMode macro
mov ah, 0 ; set to video mode
mov al, 12h ; 16 color graphics optionn
int 10h ; iterrupt video mode
endm
triangle macro color, x1, y1, x2, y2, x3, y3
printFrom color, x1, y1, x2, y2
printFrom color, x2, y2, x3, y3
printFrom color, x3, y3, x1, y1
endm
defaultLeftValues macro
mov leftBarX1, 620
mov leftBarY1, 420
mov leftBarX2, 620
mov leftBarY2, 430
mov leftUpDiaginalX1,620
mov leftUpDiaginalY1,420
mov leftUpDiaginalX2,630
mov leftUpDiaginalY2,410
mov UpBarX1, 630
mov UpBarY1, 410
mov UpBarX2, 640
mov UpBarY2, 410
mov rightUpDiaginalX1, 640
mov rightUpDiaginalY1, 410
mov rightUpDiaginalX2, 650
mov rightUpDiaginalY2, 420
mov rightBarX1, 650
mov rightBarY1, 420
mov rightBarX2, 650
mov rightBarY2, 430
mov rightDownDiaginalX1, 650
mov rightDownDiaginalY1, 430
mov rightDownDiaginalX2, 640
mov rightDownDiaginalY2, 440
mov DownBarX1, 640
mov DownBarY1, 440
mov DownBarX2, 630
mov DownBarY2, 440
mov leftDownDiaginalX1, 630
mov leftDownDiaginalY1, 440
mov leftDownDiaginalX2, 620
mov leftDownDiaginalY2, 430
mov stickX1 , 635
mov stickY1 , 420
mov stickX2 , 635
mov stickY2 , 405
mov onerotarX1 , 620
mov onerotarY1 , 395
mov onerotarX2 , 650
mov onerotarY2 , 410
mov secrotarX1 , 620
mov secrotarY1 , 410
mov secrotarX2 , 650
mov secrotarY2 , 395
endm
defaultRightValues macro
mov leftBarX1, 620
mov leftBarY1, 420
mov leftBarX2, 620
mov leftBarY2, 430
mov leftUpDiaginalX1,620
mov leftUpDiaginalY1,420
mov leftUpDiaginalX2,630
mov leftUpDiaginalY2,410
mov UpBarX1, 630
mov UpBarY1, 410
mov UpBarX2, 640
mov UpBarY2, 410
mov rightUpDiaginalX1, 640
mov rightUpDiaginalY1, 410
mov rightUpDiaginalX2, 650
mov rightUpDiaginalY2, 420
mov rightBarX1, 650
mov rightBarY1, 420
mov rightBarX2, 650
mov rightBarY2, 430
mov rightDownDiaginalX1, 650
mov rightDownDiaginalY1, 430
mov rightDownDiaginalX2, 640
mov rightDownDiaginalY2, 440
mov DownBarX1, 640main
mov DownBarY1, 440
mov DownBarX2, 630
mov DownBarY2, 440
mov leftDownDiaginalX1, 630
mov leftDownDiaginalY1, 440
mov leftDownDiaginalX2, 620
mov leftDownDiaginalY2, 430
mov stickX1 , 635
mov stickY1 , 420
mov stickX2 , 635
mov stickY2 , 405
mov onerotarX1 , 620
mov onerotarY1 , 395
mov onerotarX2 , 650
mov onerotarY2 , 410
mov secrotarX1 , 620
mov secrotarY1 , 410
mov secrotarX2 , 650
mov secrotarY2 , 395
endm
main_player_box macro xAxis , yAxis , shipColor ; in case of startig x-axis=y-axis=400 and ship color = grey
mov di, xAxis
mov si, yAxis
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
mov leftBarX1, di ; left bar
mov leftBarY1, si
mov leftBarX2, di
mov leftBarY2, si
add leftBarY2, 15
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
mov UpBarX1, di
mov UpBarY1, si
mov UpBarX2, di ;; UpBarX2 = xAxis + 10
add UpBarX2, 15
mov UpBarY2, si
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
mov rightBarX1, di ;; rightBarX1 = xAxis + 10
add rightBarX1, 15
mov rightBarY1, si
mov rightBarX2, di ;; rightBarX2 = xAxis + 10
add rightBarX2, 15
mov rightBarY2, si ;; rightbarY2 = yAxis + 10
add rightBarY2, 15
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
mov DownBarX1, di ;; DownBarX1 = xAxis + 10
add DownBarX1, 15
mov DownBarY1, si ;; DownBarY1 = xAxis + 10
add DownBarY1, 15
mov DownBarX2, di
mov DownBarY2, si ;; DownBarY2 = yAxis + 10
add DownBarY2, 15
; here
printFrom shipColor, leftBarX1, leftBarY1, leftBarX2, leftBarY2 ;; left horizontal Bar
mov bx,15
.while(bx != 0) ;2<7
printFrom shipColor, UpBarX1, UpBarY1, UpBarX2, UpBarY2 ;; UpBar
add UpBarY1,1
add UpBarY2,1
sub bx,1
.endw
printFrom shipColor, rightBarX1, rightBarY1, rightBarX2, rightBarY2 ;; rightBar
printFrom shipColor, DownBarX1, DownBarY1, DownBarX2, DownBarY2 ;; DownBar
endm
clear macro
mov ax,03h
int 10h
endm
delayfire macro
push ax
push bx
push cx
push dx
mov cx,1000
my1:
mov bx,5 ;; increase this number if you want to add more delay, and decrease this number if you want to reduce delay.
my2:
dec bx
jnz my2
loop my1
pop dx
pop cx
pop bx
pop ax
endm
StringPrinting macro string, row, col, space, color
push si
push di
mov si, offset string
mov colno, col
mov strCount, 0
; mov nameColor, color
.while strCount != lengthof string
mov ah,2 ;mov cursor to specific position
mov bh,0 ;page no = 0
mov dh,row ;mov to row#
mov dl,colno ;mov to column#
int 10h ;print graphic
mov ah,9 ;print char w.r.t attributes
mov al,[si] ;character to print
mov bl,color ;attributes
mov bh,0 ;page number
mov cx,1 ;times of printing
int 10h ;print graphics
add colno, space
inc si
inc strCount
.endw
pop di
pop si
endm
popall macro
pop dx
pop cx
pop bx
pop ax
endm
pushAll macro
push ax
push bx
push cx
push dx
endm
gameBoundary macro
mov frame_Y_counter, 30
.REPEAT
OnlyPrinting 2, 30, frame_Y_counter
OnlyPrinting 2, 31, frame_Y_counter
OnlyPrinting 2, 32, frame_Y_counter
OnlyPrinting 2, 33, frame_Y_counter
OnlyPrinting 2, 34, frame_Y_counter
OnlyPrinting 2, 35, frame_Y_counter
OnlyPrinting 2, 36, frame_Y_counter
OnlyPrinting 2, 37, frame_Y_counter
OnlyPrinting 2, 38, frame_Y_counter
OnlyPrinting 2, 39, frame_Y_counter
OnlyPrinting 2, 40, frame_Y_counter
inc frame_Y_counter
.UNTIL frame_Y_counter == 460
mov frame_X_counter, 30
.REPEAT
OnlyPrinting 2, frame_X_counter, frame_y_counter
OnlyPrinting 2, frame_X_counter, 451
OnlyPrinting 2, frame_X_counter, 452
OnlyPrinting 2, frame_X_counter, 453
OnlyPrinting 2, frame_X_counter, 454
OnlyPrinting 2, frame_X_counter, 455
OnlyPrinting 2, frame_X_counter, 456
OnlyPrinting 2, frame_X_counter, 457
OnlyPrinting 2, frame_X_counter, 458
OnlyPrinting 2, frame_X_counter, 459
OnlyPrinting 2, frame_X_counter, 460
inc frame_X_counter
.UNTIL frame_X_counter == 615
.REPEAT
OnlyPrinting 2, frame_X_counter, frame_y_counter
OnlyPrinting 2, 611, frame_y_counter
OnlyPrinting 2, 612, frame_y_counter
OnlyPrinting 2, 613, frame_y_counter
OnlyPrinting 2, 614, frame_y_counter
OnlyPrinting 2, 615, frame_y_counter
OnlyPrinting 2, 616, frame_y_counter
OnlyPrinting 2, 617, frame_y_counter
OnlyPrinting 2, 618, frame_y_counter
OnlyPrinting 2, 619, frame_y_counter
OnlyPrinting 2, 620, frame_y_counter
dec frame_y_counter
.UNTIL frame_y_counter == 30
.REPEAT
OnlyPrinting 2, frame_X_counter, frame_y_counter
OnlyPrinting 2, frame_X_counter, 31
OnlyPrinting 2, frame_X_counter, 32
OnlyPrinting 2, frame_X_counter, 33
OnlyPrinting 2, frame_X_counter, 34
OnlyPrinting 2, frame_X_counter, 35
OnlyPrinting 2, frame_X_counter, 36
OnlyPrinting 2, frame_X_counter, 37
OnlyPrinting 2, frame_X_counter, 38
OnlyPrinting 2, frame_X_counter, 39
OnlyPrinting 2, frame_X_counter, 40
dec frame_X_counter
.UNTIL frame_X_counter == 30
endm
rectangle macro color, x1, y1, x2, y2, x3, y3,x4,y4
printFrom color, x1, y1, x2, y2
printFrom color, x2, y2, x3, y3
printFrom color, x3, y3, x4, y4
printFrom color, x4, y4, x1, y1
endm
main_player_box_1 macro p1,p2,c ;life icons for player
push p1 ;2
push p2 ;2
mov bx,p1 ;2
add bx,15 ;7
.while(p1<bx) ;2<7
push bx
mov bx,p2
add bx,15
push p2
.while(p2<bx) ;2<7
Mov CX,p1
Mov DX,p2
Mov Al,c
Mov AH,0CH
int 10H
ADD p2,1
.endw
pop p2
pop bx
ADD p1,1
.endw
pop p2
pop p1
endm
draw_life macro p1,p2,c ;life icons for player
push p1 ;2
push p2 ;2
mov bx,p1 ;2
add bx,5 ;7
.while(p1<bx) ;2<7
push bx
mov bx,p2
add bx,5
push p2
.while(p2<bx) ;2<7
Mov CX,p1
Mov DX,p2
Mov Al,c
Mov AH,0CH
int 10H
ADD p2,1
.endw
pop p2
pop bx
ADD p1,1
.endw
pop p2
pop p1
endm
draw_block macro p1,p2,c ;life icons for player
push p1 ;2
push p2 ;2
mov bx,p1 ;2
add bx,30 ;7
.while(p1<bx) ;2<7
push bx
mov bx,p2
add bx,5
push p2
.while(p2<bx) ;2<7
Mov CX,p1
Mov DX,p2
Mov Al,c
Mov AH,0CH
int 10H
ADD p2,1
.endw
pop p2
pop bx
ADD p1,1
.endw
pop p2
pop p1
endm
ball_movement macro x_point, y_point, ball_dir, player_life, player_death, restarting ;1 (up), 2 (left), 3 (down), or 4 (right).
.if(ball_dir==1) ;up
; read color at current position
mov ah, 0Dh
mov cx, x_point ; hit up wall
mov dx, y_point
sub dx, 2
int 10H ; AL = COLOR
.if (al==8) ; if touches ball
; sub highscore,500
mov highscore , 100
dec player_life
inc player_death
defaultballValues
.ENDIF
; check if blue
.if (al==3)
mov ball_dir,4
.ENDIF
; read color at current position
mov ah, 0Dh
mov cx, x_point ; hit right wall
add cx, 17
mov dx, y_point
int 10H ; AL = COLOR
; check if player
.if (al==8)
; sub highscore,500
mov highscore, 100
dec player_life
inc player_death
defaultballValues
.ENDIF
; check if blue
.if (al==3)
mov ball_dir,2
.ENDIF
.if(x_point>=590)
mov ball_dir,2
.endif
.if (y_point<=40)
mov ball_dir,4
.endif
.elseif(ball_dir==2) ; left
; read color at current position
mov ah, 0Dh
mov cx, x_point ; hit left wall
sub cx,2
mov dx, y_point
int 10H ; AL = COLOR
; check if player
.if (al==8)
; sub highscore,500
mov highscore , 100
dec player_life
inc player_death
defaultballValues
.ENDIF
; check if blue
.if (al==3)
mov ball_dir,1
.ENDIF
; read color at current position
mov ah, 0Dh
mov cx, x_point ;hit up wall
mov dx, y_point
sub dx,2
int 10H ; AL = COLOR
; check if player
.if (al==8)
; sub highscore,500
mov highscore , 100
dec player_life
inc player_death
defaultballValues
.ENDIF
; check if blue
.if (al==3)
mov ball_dir,3
.ENDIF
.if(y_point<=40)
mov ball_dir,3
.endif
.if(x_point<=40)
mov ball_dir,1
.endif
.elseif(ball_dir==3)
; read color at current position
mov ah, 0Dh
mov cx, x_point ; hit down wall
mov dx, y_point
add dx,17
int 10H ; AL = COLOR
; check if player
.if (al==8)
; sub highscore,500'
mov highscore , 100
dec player_life
inc player_death
defaultballValues
.ENDIF
; check if blue
.if (al==3)
mov ball_dir,2
.ENDIF
; read color at current position
mov ah, 0Dh
mov cx, x_point
sub cx,2 ; hit left wall
mov dx, y_point
int 10H ; AL = COLOR
; check if player
.if (al==8)
; sub highscore,500
mov highscore , 100
dec player_life
inc player_death
defaultballValues
.ENDIF
; check if blue
.if (al==3)
mov ball_dir,4
.ENDIF
.if(x_point<=40)
mov ball_dir,4
.endif
.if(y_point>=440)
mov ball_dir,2
.endif
.elseif(ball_dir==4)
; read color at current position
mov ah, 0Dh
mov cx, x_point ; hit right wall
add cx,17
mov dx, y_point
int 10H ; AL = COLOR
; check if player
.if (al==8)
; sub highscore,500
mov highscore , 100
dec player_life
inc player_death
defaultballValues
.ENDIF
; check if blue
.if (al==3)
mov ball_dir,3
.ENDIF
; read color at current position
mov ah, 0Dh
mov cx, x_point ; hit down wall
mov dx, y_point
add dx,17
int 10H ; AL = COLOR
; check if player
.if (al==8)
; sub highscore,500
mov highscore , 100
dec player_life
inc player_death
defaultballValues
.ENDIF
; check if blue
.if (al==3)
mov ball_dir,1
.ENDIF
.if(x_point>=590)
mov ball_dir,3
.endif
.if(y_point>=440)
mov ball_dir,1
.endif
.endif
push ball_dir
endm
defaultballValues macro
mov ball_1x, 200
mov ball_1y, 200
mov ball_2x, 150
mov ball_2y, 150
mov ball_3x, 100
mov ball_3y, 100
mov ball_direction, 1
mov ball_direction1, 4
mov ball_direction2, 2
endm
draw_bricks macro life, x1, y1, x2, y2 ; Life/Status of the Brick, x1 y1 top left points, x2 y2 bottom right points
push x1
push y1
push x2
push y2
mov bx,x2
.while(x1<bx)
push bx
mov bx,y2
push y1
.while(y1<bx)
Mov CX,x1
Mov DX,y1
Mov Al,life
Mov AH,0CH
int 10H
ADD y1,1
.endw
pop y1
pop bx
ADD x1,1
.endw
.if(life==0)
pop y2
pop x2
pop y1
pop x1
mov x1,0
mov x2,0
mov y1,0
mov y2,0
.else
pop y2
pop x2
pop y1
pop x1
.endif
endm
; Macro to check if 60 seconds have passed
; Parameters:
; timerVar - the timer variable to store the current time
; Returns:
; true (1) if less than 60 seconds have passed
; false (0) if 60 seconds or more have passed
; Check60Seconds macro timerVar