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10 Commits

Author SHA1 Message Date
Devine Lu Linvega 5668efaac8 Added tak 2024-03-24 11:53:02 -07:00
Devine Lu Linvega 3e2082dddf (snake) Fixed death bug 2024-03-24 11:31:28 -07:00
Devine Lu Linvega 5cf69a2659 (snake) Improved movement 2024-03-24 11:09:33 -07:00
Devine Lu Linvega 852e34c304 * 2024-03-24 10:56:15 -07:00
Devine Lu Linvega 4d329e7e5f (snake) Faster positions 2024-03-24 10:55:51 -07:00
Devine Lu Linvega c73f1e066a (snake) Optimizations 2024-03-24 10:46:24 -07:00
Devine Lu Linvega 220983d694 (snake) Faster tail drawing 2024-03-24 10:36:25 -07:00
Devine Lu Linvega c9b691448b (snake) Optimizations 2024-03-24 10:29:34 -07:00
Devine Lu Linvega 641872fe21 (Snake) Improved formatting 2024-03-24 09:54:15 -07:00
Devine Lu Linvega 370c3a60c9 Minor optimizations to examples 2024-03-24 09:46:30 -07:00
6 changed files with 190 additions and 226 deletions

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@ -14,7 +14,7 @@
|0100
( variables )
#01 .direction STZ
[ LIT2 01 -direction ] STZ
( vectors )
;on-frame .Screen/vector DEO2
( theme )
@ -89,7 +89,7 @@ JMP2r
.timer LDZk INC DUP ROT STZ #06 EQU ?&pull
!&pass
&pull #00 .timer STZ .ball/vy LDZ2k INC2 STH2k ROT STZ2 !&end
&pull [ LIT2 00 -timer ] STZ .ball/vy LDZ2k INC2 STH2k ROT STZ2 !&end
&pass .ball/vy LDZ2k STH2k ROT STZ2 !&end
&end .ball/y LDZ2k STH2r ADD2 check-flip-vy ROT STZ2

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@ -83,8 +83,8 @@
@<cover-pattern> ( addr* -- )
.Screen/addr DEO2
.Screen/height DEI2 #03 SFT2 NIP ,&h STR
.Screen/width DEI2 #03 SFT2 NIP ,&w STR
.Screen/height DEI2 #03 SFT2 ,&h STR POP
.Screen/width DEI2 #03 SFT2 ,&w STR POP
[ LIT &h $1 ] #00
&ver ( -- )
#00 OVR #30 SFT2 .Screen/y DEO2
@ -103,6 +103,7 @@
.Mouse/x DEI2 ,<draw-cursor>/x STR2
.Mouse/y DEI2 ,<draw-cursor>/y STR2
.Screen/addr DEO2
( >> )
@<draw-cursor> ( color -- )
[ LIT2 &x $2 ] .Screen/x DEO2

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@ -2,14 +2,13 @@
|00 @System &vector $2 &wst $1 &rst $1 &eaddr $2 &ecode $1 &pad $1 &r $2 &g $2 &b $2 &debug $1 &halt $1
|20 @Screen &vector $2 &width $2 &height $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1
|000
|0000
@timer $1
@cube &v0 $8 &v4 $8
@center &x $2 &y $2
@timer $1
|0100
|100
@on-reset ( -> )
( | theme )
@ -23,43 +22,45 @@
;on-frame .Screen/vector DEO2
@on-frame ( -> )
[ LIT &f $1 ] INCk ,&f STR
DUP #01 AND ?{ POP BRK }
#01 SFT .timer STZ
( | clear )
#0000 DUP2 .Screen/x DEO2
.Screen/y DEO2
[ LIT2 80 -Screen/pixel ] DEO
( | draw )
.timer LDZk INC SWP STZ
<draw-cube>
BRK
@<draw-cube> ( frame -- )
( | create box )
#0800
&loop ( -- )
&>loop ( -- )
STHk [ LIT2 00 -timer ] LDZ #00 STHkr INC #07 AND #60 SFT ADD2 #00ff AND2 ;table ADD2 LDA #01 SFT #00 .timer LDZ #00 STHkr #60 SFT ADD2 #00ff AND2 ;table ADD2 LDA #02 SFT #00 STHkr #62 SFT2 ADD2 .cube/v0 STHr DUP ADD ADD STZ2
INC GTHk ?&loop
INC GTHk ?&>loop
POP2
( | vertices )
#0800
&ver-loop ( -- )
DUP DUP ADD .cube ADD LDZ2 <draw-vertex>
INC GTHk ?&ver-loop
&>ver-loop ( -- )
DUP DUP ADD LDZ2 <draw-vertex>
INC GTHk ?&>ver-loop
POP2
( lines ) #0400
&line-loop ( -- )
&>line-loop ( -- )
STHk .cube/v0 STHkr DUP ADD ADD .cube/v0 STHkr INC #03 AND DUP ADD ADD <draw-edge>
.cube/v0 STHkr DUP ADD ADD .cube/v4 STHkr DUP ADD ADD <draw-edge>
.cube/v4 STHkr DUP ADD ADD .cube/v4 STHr INC #03 AND DUP ADD ADD <draw-edge>
INC GTHk ?&line-loop
INC GTHk ?&>line-loop
POP2 JMP2r
@<draw-edge> ( a b -- )
STH STH
STH
STH
( ) #00 STHkr LDZ .center/x LDZ2 ADD2
( ) #00 STHr INC LDZ .center/y LDZ2 ADD2
( ) #00 STHkr LDZ .center/x LDZ2 ADD2
( ) #00 STHr INC LDZ .center/y LDZ2 ADD2 #05 <draw-line>
JMP2r
( ) #00 STHr INC LDZ .center/y LDZ2 ADD2 #05 !<draw-line>
@<draw-vertex> ( x y -- )
#00 SWP #0004 SUB2 .center/y LDZ2 ADD2 .Screen/y DEO2
@ -81,15 +82,17 @@
#ffff [ LIT2 00 _&y2 ] LDR2 ,&y LDR2 lts2 DUP2 ADD2 ADD2 ,&sy STR2
[ LIT2 &dx $2 ] [ LIT2 &dy $2 ] ADD2 STH2
&while ( -- )
[ LIT2 &x2 $2 ] DUP2 .Screen/x DEO2
[ LIT2 &x $2 ] EQU2 [ LIT2 &y2 $2 ] DUP2 .Screen/y DEO2
[ LIT2 &y $2 ] EQU2 [ LIT2 &color $1 -Screen/pixel ] DEO
AND ?&end
STH2kr DUP2 ADD2 DUP2 ,&dy LDR2 lts2 ?&skipy
STH2r ,&dy LDR2 ADD2 STH2 ,&x2 LDR2 [ LIT2 &sx $2 ] ADD2 ,&x2 STR2
[ LIT2 &x2 $2 ] DUP2 .Screen/x DEO2
[ LIT2 &x $2 ] EQU2 [ LIT2 &y2 $2 ] DUP2 .Screen/y DEO2
[ LIT2 &y $2 ] EQU2 [ LIT2 &color $1 -Screen/pixel ] DEO
AND ?&end
STH2kr DUP2 ADD2 DUP2 ,&dy LDR2 lts2 ?&skipy
STH2r ,&dy LDR2 ADD2 STH2
,&x2 LDR2 [ LIT2 &sx $2 ] ADD2 ,&x2 STR2
&skipy ( -- )
,&dx LDR2 gts2 ?&while
STH2r ,&dx LDR2 ADD2 STH2 ,&y2 LDR2 [ LIT2 &sy $2 ] ADD2 ,&y2 STR2
,&dx LDR2 gts2 ?&while
STH2r ,&dx LDR2 ADD2 STH2
,&y2 LDR2 [ LIT2 &sy $2 ] ADD2 ,&y2 STR2
!&while
&end POP2r JMP2r

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@ -3,12 +3,11 @@
|00 @System &vector $2 &pad $6 &r $2 &g $2 &b $2
|20 @Screen &vector $2 &width $2 &height $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1
|80 @Controller &vector $2 &button $1 &key $1
|0000
|000
@hello &x $2 &y $2
|0100
|100
@on-reset ( -> )
( | theme )
@ -17,41 +16,40 @@
#c0f7 .System/b DEO2
( | vectors )
;on-frame .Screen/vector DEO2
( | set origin ) .Screen/width DEI2 #01 SFT2 .hello/x STZ2
( | set origin )
.Screen/width DEI2 #01 SFT2 .hello/x STZ2
.Screen/height DEI2 #01 SFT2 .hello/y STZ2
[ LIT2 16 -Screen/auto ] DEO
#00 on-frame/draw BRK
#00 !on-frame/draw
@on-frame ( -> )
.Controller/button DEI DUP ?{ POP BRK }
( | clear )
[ LIT2 40 -Screen/sprite ] DEO
( flip ) #ff EOR
( | movement )
DUP #10 AND #00 EQU ?{
DUP #10 AND ?{
.hello/y LDZ2k #0001 SUB2 ROT STZ2 }
DUP #20 AND #00 EQU ?{
DUP #20 AND ?{
.hello/y LDZ2k INC2 ROT STZ2 }
DUP #40 AND #00 EQU ?{
DUP #40 AND ?{
.hello/x LDZ2k #0001 SUB2 ROT STZ2 }
DUP #80 AND #00 EQU ?{
DUP #80 AND ?{
.hello/x LDZ2k INC2 ROT STZ2 }
&draw ( button -> )
.hello/x LDZ2 STH2k .Screen/x DEO2
.hello/y LDZ2 STH2k .Screen/y DEO2
;hello-chr .Screen/addr DEO2
[ LIT2 c1 -Screen/sprite ] DEOk
DEO
( draw slime ) STH2r .Screen/y DEO2
STH2r .Screen/x DEO2
;slime-icn .Screen/addr DEO2
get-slime .Screen/sprite DEOk
DEO
BRK
.hello/x LDZ2 STH2k .Screen/x DEO2
.hello/y LDZ2 STH2k .Screen/y DEO2
;hello-chr .Screen/addr DEO2
[ LIT2 c1 -Screen/sprite ] DEOk DEO
( | draw slime )
[ LITr -Screen/y ] DEO2r
[ LITr -Screen/x ] DEO2r
;slime-icn .Screen/addr DEO2
get-slime .Screen/sprite DEOk DEO
BRK
@get-slime ( button -- color )
#0f AND DUP #01 NEQ ?{ POP #05 JMP2r }
DUP #02 NEQ ?{ POP #0a JMP2r }
POP #0f JMP2r
DUP #01 AND ?{ POP #05 JMP2r }
#02 AND ?{ #0a JMP2r }
#0f JMP2r
@hello-chr [
0007 1820 2040 4044 0000 071f 1f3f 3f3b

View File

@ -1,215 +1,165 @@
( uxnasm projects/examples/demos/snake.tal bin/snake.rom && uxnemu bin/snake.rom )
( uxnemu snake.rom )
( devices )
|00 @System &vector $2 &expansion $2 &wst $1 &rst $1 &metadata $2 &r $2 &g $2 &b $2 &debug $1 &state $1
|20 @Screen &vector $2 &width $2 &height $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1
|80 @Controller &vector $2 &button $1 &key $1
|c0 @DateTime &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1
|000
|00 @System [ &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2 &debug $1 &halt $1 ]
|10 @Console [ &vector $2 &read $1 &pad $5 &write $1 &error $1 ]
|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1 ]
|30 @Audio0 [ &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1 ]
|80 @Controller [ &vector $2 &button $1 &key $1 ]
|c0 @DateTime [ &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1 ]
@arena &w $1 &h $1
@apple &pos &x $1 &y $1
@snake &pos &x $1 &y $1 &direction $1 &length $1 &dead $1 &tail $40
( variables )
|100
|0000
( program )
@arena
&w $1 &h $1 &timer $1
@apple
&x $1 &y $1
@snake
&direction $1 &length $1 &dead $1
&x $1 &y $1
&tail
|0100 ( -> )
( theme )
#0f7e .System/r DEO2
#0fe6 .System/g DEO2
@on-reset ( -> )
( | theme )
#0f7e .System/r DEO2
#0fe6 .System/g DEO2
#0f62 .System/b DEO2
( vectors )
( | vectors )
;on-frame .Screen/vector DEO2
;on-button .Controller/vector DEO2
( resize )
( | resize )
#00c8 .Screen/width DEO2
#0100 .Screen/height DEO2
( set arena )
.Screen/width DEI2 #03 SFT2 NIP .arena/w STZ
.Screen/height DEI2 #03 SFT2 NIP .arena/h STZ
;reset JSR2
BRK
( | set arena )
.Screen/width DEI2 #03 SFT2 .arena/w STZ
POP .Screen/height DEI2 #03 SFT2 .arena/h STZ
POP [ LIT2 01 -Screen/auto ] DEO
reset BRK
@on-frame ( -> )
.arena/timer LDZ INC DUP .arena/timer STZ
#06 ( difficulty - lower value produces faster gameplay )
EQU JMP BRK
( clear ) #00 ;draw-snake JSR2
( update ) ;move JSR2
( draw ) #02 .snake/dead LDZ ADD ;draw-snake JSR2
#83 ;draw-apple JSR2
( score ) .snake/length LDZ #41 ;draw-score JSR2
( reset ) #00 .arena/timer STZ
BRK
[ LIT &f $1 ] INCk ,&f STR
#04 GTH ?{ BRK }
[ LIT2 00 _&f ] STR
#00 <draw-snake>
<move>
[ LIT2 02 -snake/dead ] LDZ ADD <draw-snake>
#83 <draw-apple>
<draw-score>
BRK
@on-button ( -> )
.Controller/button DEI
DUP #08 NEQ ,&no-escape JCN
;reset JSR2
&no-escape
#04 SFT DUP #00 EQU ,&skip JCN
DUP .snake/direction STZ
&skip
POP
BRK
.Controller/button DEI
( ) DUP #f0 AND ?&arrow
( ) #0f AND ?&button
BRK
&arrow ( button -> )
#04 SFT .snake/direction STZ
BRK
&button ( -> )
reset BRK
@reset ( -- )
#00 ;draw-snake JSR2
#00 ;draw-apple JSR2
#00 <draw-snake>
#00 <draw-apple>
[ LIT2 00 -snake/dead ] STZ
[ LIT2 00 -snake/length ] STZ
[ LIT2 00 -snake/direction ] STZ
.arena/w LDZ #01 SFT #01 SUB .snake/x STZ
.arena/h LDZ #01 SFT #01 SUB .snake/y STZ
#00 .snake/dead STZ
#00 .snake/length STZ
#00 .snake/direction STZ
#03 ;draw-snake JSR2
;add-apple JSR2
JMP2r
@move ( -- )
( tail )
.snake/x LDZ2 STH2
.snake/length LDZ #00
&loop
( pop ) DUPk ADD .snake/tail ADD LDZ2 STH2 SWP2r
( push ) DUPk ADD .snake/tail ADD STH2r ROT STZ2
INC GTHk ,&loop JCN
POP2
POP2r
.snake/dead LDZ #00 EQU JMP JMP2r
#03 <draw-snake>
!<add-apple>
@<move> ( -- )
( | copy tail )
[ LITr -snake/pos ] LDZ2r .snake/length LDZ #00
&>loop ( -- )
DUPk ADD .snake/tail ADD LDZ2k STH2
SWP2r STH2r ROT STZ2
INC GTHk ?&>loop
POP2 POP2r
( ) .snake/dead LDZ ?&end
.snake/direction LDZ
DUP #01 NEQ ,&no-up JCN
.snake/y LDZ #01 SUB
.arena/h LDZ LTHk JMP SWP POP
.snake/y STZ
&no-up
DUP #02 NEQ ,&no-down JCN
.snake/y LDZ INC
.arena/h LDZ DIVk MUL SUB
.snake/y STZ
&no-down
DUP #04 NEQ ,&no-left JCN
.snake/x LDZ #01 SUB
.arena/w LDZ LTHk JMP SWP POP
.snake/x STZ
&no-left
DUP #08 NEQ ,&no-right JCN
.snake/x LDZ INC
.arena/w LDZ DIVk MUL SUB
.snake/x STZ
&no-right
( ) DUP #01 NEQ ?{
.snake/y LDZk #01 SUB .arena/h set-pos }
DUP #02 NEQ ?{
.snake/y LDZk INC .arena/h set-pos }
DUP #04 NEQ ?{
.snake/x LDZk #01 SUB .arena/w set-pos }
DUP #08 NEQ ?{
.snake/x LDZk INC .arena/w set-pos }
POP
( detect collision with apple )
.snake/x LDZ2 .apple/x LDZ2 NEQ2 ,&no-collision-apple JCN
#00 ;draw-apple JSR2
.snake/length LDZ INC .snake/length STZ
;add-apple JSR2
;move JSR2
&no-collision-apple
( | detect collision with apple )
.snake/pos LDZ2 .apple/pos LDZ2 NEQ2 ?{
#00 <draw-apple>
.snake/length LDZk INC SWP STZ
<add-apple>
!<move> }
( | detect collision with body )
.snake/length LDZ #01
&loop-body
( pop ) DUPk ADD .snake/tail ADD LDZ2
.snake/x LDZ2 NEQ2 ,&no-collision-body JCN
#01 .snake/dead STZ
#03 ;draw-snake JSR2
&no-collision-body
INC GTHk ,&loop-body JCN
POP2
&>loop-body ( -- )
DUPk ADD .snake/tail ADD LDZ2 .snake/pos LDZ2 NEQ2 ?{
[ LIT2 01 -snake/dead ] STZ
#03 <draw-snake> }
INC GTHk ?&>loop-body
POP2 &end JMP2r
JMP2r
@set-pos ( z mod max -- )
LDZ OVR INC ?{ ROT STZ
POP JMP2r }
DIVk MUL SUB SWP STZ
JMP2r
@add-apple ( -- )
@<add-apple> ( -- )
.DateTime/hour DEI2 .DateTime/minute DEI2 MUL2
( ) DUP2 #1234 MUL2 ADD .arena/w LDZ DIVk MUL SUB .apple/x STZ
( ) #abcd MUL2 ADD .arena/h LDZ DIVk MUL SUB .apple/y STZ
JMP2r
.DateTime/hour DEI2 .DateTime/minute DEI2 MUL2 #1234 MUL2 ADD
.arena/w LDZ DIVk MUL SUB .apple/x STZ
.DateTime/hour DEI2 .DateTime/minute DEI2 MUL2 #abcd MUL2 ADD
.arena/h LDZ DIVk MUL SUB .apple/y STZ
JMP2r
@draw-snake ( color -- )
(
@|drawing )
@<draw-snake> ( color -- )
STH
( draw tail )
( | draw tail )
;snake-icns .Screen/addr DEO2
.snake/length LDZ #00
&loop
DUPk ADD .snake/tail ADD LDZ #0005 SFT2 .Screen/x DEO2
DUPk ADD .snake/tail ADD INC LDZ #0005 SFT2 .Screen/y DEO2
STHkr .Screen/sprite DEO
INC GTHk ,&loop JCN
[ LIT2 -snake/tail -snake/length ] LDZ DUP ADD OVR ADD SWP
&>loop ( -- )
LDZ2k #0005 SFT2 .Screen/y DEO2
#0005 SFT2 .Screen/x DEO2
DUPr [ LITr -Screen/sprite ] DEOr
INC INC GTHk ?&>loop
POP2
( draw head )
.snake/x LDZ #0005 SFT2 .Screen/x DEO2
.snake/y LDZ #0005 SFT2 .Screen/y DEO2
( | draw head )
.snake/pos LDZ2 #0005 SFT2 .Screen/y DEO2
#0005 SFT2 .Screen/x DEO2
;snake-icns/face .Screen/addr DEO2
STHr .Screen/sprite DEO
JMP2r
@draw-apple ( color -- )
[ LITr -Screen/sprite ] DEOr
JMP2r
@<draw-apple> ( color -- )
.apple/x LDZ #0005 SFT2 .Screen/x DEO2
.apple/y LDZ #0005 SFT2 .Screen/y DEO2
;apple-chr .Screen/addr DEO2
STHk ;apple-chr ;fill-icn [ LITr 01 JCNr SWP2 POP2 ] .Screen/addr DEO2
.Screen/sprite DEO
JMP2r
JMP2r
@<draw-score> ( -- )
#0010 DUP2 .Screen/x DEO2
.Screen/y DEO2
.snake/length LDZ
( x0 ) DUP #04 SFT <draw-num>
( >> )
@draw-score ( score color -- )
@<draw-num> ( num -- )
#000f ROT AND #30 SFT2 ;font-hex ADD2 .Screen/addr DEO2
[ LIT2 41 -Screen/sprite ] DEO
JMP2r
STH
#0010 .Screen/x DEO2
#0010 .Screen/y DEO2
DUP #04 SFT #0005 SFT2 ;font-hex ADD2 .Screen/addr DEO2
.Screen/x DEI2 #0008 ADD2 .Screen/x DEO2
( draw ) STHkr .Screen/sprite DEO
#0f AND #0005 SFT2 ;font-hex ADD2 .Screen/addr DEO2
.Screen/x DEI2 #0008 ADD2 .Screen/x DEO2
( draw ) STHr .Screen/sprite DEO
(
@|assets )
JMP2r
@snake-icns [ 7eff ffff ffff ff7e ]
&face [ 7eff ffdb ffe7 ff7e ]
( assets )
@apple-chr [
0000 76ff ffff 7e3c 1008 0000 0000 0000 ]
@snake-icns
7eff ffff ffff ff7e
&face
7eff ffdb ffe7 ff7e
@apple-chr
0000 76ff ffff 7e3c
1008 0000 0000 0000
@font-hex ( 0-F )
@fill-icn [ ffff ffff ffff ffff ]
@font-hex [
007c 8282 8282 827c 0030 1010 1010 1010
007c 8202 7c80 80fe 007c 8202 1c02 827c
000c 1424 4484 fe04 00fe 8080 7c02 827c
@ -217,5 +167,5 @@ JMP2r
007c 8282 7c82 827c 007c 8282 7e02 827c
007c 8202 7e82 827e 00fc 8282 fc82 82fc
007c 8280 8080 827c 00fc 8282 8282 82fc
007c 8280 f080 827c 007c 8280 f080 8080
007c 8280 f080 827c 007c 8280 f080 8080 ]

View File

@ -0,0 +1,12 @@
@on-reset ( -> )
#0b #14 #18 tak
#010e DEO
BRK
@tak ( z y x -- res )
LTHk ?{ POP2 JMP2r }
ROT ROTk ROTk
( x-1 ) #01 SUB tak STH
( y-1 ) #01 SUB tak STH
( z-1 ) #01 SUB tak STHr STHr !tak