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snake.s
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!to "snake", cbm
* = $0600
;Para mover la serpiente mover las teclas A, W, S y D
appleL = $00
appleH = $01
snakeHeadL = $10
snakeHeadH = $11
snakeBodyStart= $12
snakeDirection= $02
snakeLength = $03
;Direcciones
movingUp = 1
movingRight = 2
movingDown = 4
movingLeft = 8
; valores ASCII de las teclas para manejar la serpiente
ASCII_w = $77
ASCII_a = $61
ASCII_s = $73
ASCII_d = $64
sysRandom = $fe
sysLastKey = $ff
jsr init
jsr loop
init:
jsr initSnake
jsr generateApplePosition
rts
initSnake:
lda #movingRight ;posicion inicial
sta snakeDirection
lda #4 ;longitud de inicio(2 segmentos)
sta snakeLength
lda #$11
sta snakeHeadL
lda #$10
sta snakeBodyStart
lda #$0f
sta $14 ; segmento de cuerpo 1
lda #$04
sta snakeHeadH
sta $13 ; segmento de cuerpo 1
sta $15 ; segmento de cuerpo 2
rts
generateApplePosition:
;cargamos un byte random en $00
lda sysRandom
sta appleL
;cargamos un nuevo byte random de 2 a 5 en $01
lda sysRandom
and #$03 ;enmascaramos los 2 bytes menos significativos
clc
adc #2
sta appleH
rts
loop:
jsr readKeys
jsr checkCollision
jsr updateSnake
!byte $03 ; actualizar pantalla
jmp loop
readKeys:
lda sysLastKey
cmp #ASCII_w
beq upKey
cmp #ASCII_d
beq rightKey
cmp #ASCII_s
beq downKey
cmp #ASCII_a
beq leftKey
rts
upKey:
lda #movingDown
bit snakeDirection
bne illegalMove
lda #movingUp
sta snakeDirection
rts
rightKey:
lda #movingLeft
bit snakeDirection
bne illegalMove
lda #movingRight
sta snakeDirection
rts
downKey:
lda #movingUp
bit snakeDirection
bne illegalMove
lda #movingDown
sta snakeDirection
rts
leftKey:
lda #movingRight
bit snakeDirection
bne illegalMove
lda #movingLeft
sta snakeDirection
rts
illegalMove:
rts
checkCollision:
jsr checkAppleCollision
jsr checkSnakeCollision
rts
checkAppleCollision:
lda appleL
cmp snakeHeadL
bne doneCheckingAppleCollision
lda appleH
cmp snakeHeadH
bne doneCheckingAppleCollision
;comer manzanita
inc snakeLength
inc snakeLength ;incrementar tamanhio de la serpiente
!byte $04
jsr generateApplePosition
doneCheckingAppleCollision:
rts
checkSnakeCollision:
ldx #2 ;
snakeCollisionLoop:
lda snakeHeadL,x
cmp snakeHeadL
bne continueCollisionLoop
maybeCollided:
lda snakeHeadH,x
cmp snakeHeadH
beq didCollide
continueCollisionLoop:
inx
inx
cpx snakeLength
beq didntCollide
jmp snakeCollisionLoop
didCollide:
jmp gameOver
didntCollide:
rts
updateSnake:
ldx snakeLength
dex
txa
nop
nop
updateloop:
lda snakeHeadL,x
sta snakeBodyStart,x
dex
bpl updateloop
lda snakeDirection
lsr
bcs up
lsr
bcs right
lsr
bcs down
lsr
bcs left
up:
lda snakeHeadL
sec
sbc #$20
sta snakeHeadL
bcc upup
rts
upup:
dec snakeHeadH
lda #$1
cmp snakeHeadH
beq collision
rts
right:
inc snakeHeadL
lda #$1f
bit snakeHeadL
beq collision
rts
down:
lda snakeHeadL
clc
adc #$20
sta snakeHeadL
bcs downdown
rts
downdown:
inc snakeHeadH
lda #$6
cmp snakeHeadH
beq collision
rts
left:
dec snakeHeadL
lda snakeHeadL
and #$1f
cmp #$1f
beq collision
rts
collision:
jmp gameOver
drawApple:
ldy #0
lda sysRandom
sta (appleL),y
rts
drawSnake:
ldx snakeLength
lda #0
sta (snakeHeadL,x) ; eliminamos el final de la cola de la serpiente
ldx #0
lda #1
sta (snakeHeadL,x) ; pintamos la cabeza de la serpiente
rts
gameOver: