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Bird Moving.asm
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######################################################################################################################################
###### Feito por Vinícius Girotto ######
######################################################################################################################################
#Abra o Bitmap Display para a visualização do jogo
#Abra Keyboard Simulator para movimento o personagem
#Configure da seguinte forma:
# Unit Width/Height in pixels = 4
# Display Width/Height in Pixels = 512
# Base address = 0x10040000 (heap)
.data
#Alguns exemplos de cores
yellow: .word 0xF5F62E
white: .word 0xFFFFFF
blue: .word 0x2E8CF6
orange: .word 0xF67F2E
black: .word 0x00000
gray: .word 0xC0C0C0
red: .word 0xFF0000
dimgray: .word 0x696969
pos: .word #Para guardar a posição do personagem
.text
j main
set_tela: #Inicia todos os valores para a tela
addi $t0, $zero, 65536 #65536 = (512*512)/4 pixels
add $t1, $t0, $zero #Adicionar a distribuição de pixels ao endereco
lui $t1, 0x1004 #Endereco base da tela no heap
addi $t5, $zero, 64 #Posição inicial
add $t0, $t1, $zero
sw $t0, pos
jr $ra
set_cores: #Salvar as cores em registradores
lw $s0, black
lw $s1, yellow
lw $s2, orange
lw $s3, red
lw $s4, dimgray
lw $s5, gray
lw $s6, white
jr $ra
limpa_tela: #Pintar de preto a tela e escrever P-Parar
addi $t6, $zero, 0
lw $t0, pos
add $t0, $t0, -1540
loop_tela:
sw $s0, ($t0)
add $t0, $t0, 4
add $t6, $t6, 1
blt $t6, 2300, loop_tela
#Escreve P - PARAR
add $t0, $t1, 61440
#Primeira linha
sw $s4, ($t0)
sw $s4, 4($t0)
sw $s4, 8($t0)
sw $s4, 32($t0)
sw $s4, 36($t0)
sw $s4, 40($t0)
sw $s4, 56($t0)
sw $s4, 60($t0)
sw $s4, 72($t0)
sw $s4, 76($t0)
sw $s4, 80($t0)
sw $s4, 96($t0)
sw $s4, 100($t0)
sw $s4, 112($t0)
sw $s4, 116($t0)
sw $s4, 120($t0)
#Segunda linha
add $t0, $t0, 512
sw $s4, ($t0)
sw $s4, 12($t0)
sw $s4, 32($t0)
sw $s4, 44($t0)
sw $s4, 52($t0)
sw $s4, 64($t0)
sw $s4, 72($t0)
sw $s4, 84($t0)
sw $s4, 92($t0)
sw $s4, 104($t0)
sw $s4, 112($t0)
sw $s4, 124($t0)
#Terceira linha
add $t0, $t0, 512
sw $s4, ($t0)
sw $s4, 12($t0)
sw $s4, 32($t0)
sw $s4, 44($t0)
sw $s4, 52($t0)
sw $s4, 64($t0)
sw $s4, 72($t0)
sw $s4, 84($t0)
sw $s4, 92($t0)
sw $s4, 104($t0)
sw $s4, 112($t0)
sw $s4, 124($t0)
#Quarta linha
sw $s4, ($t0)
sw $s4, 4($t0)
sw $s4, 8($t0)
sw $s4, 20($t0)
sw $s4, 24($t0)
sw $s4, 32($t0)
sw $s4, 36($t0)
sw $s4, 40($t0)
sw $s4, 52($t0)
sw $s4, 64($t0)
sw $s4, 72($t0)
sw $s4, 76($t0)
sw $s4, 80($t0)
sw $s4, 92($t0)
sw $s4, 104($t0)
sw $s4, 112($t0)
sw $s4, 116($t0)
sw $s4, 120($t0)
#Quinta linha
add $t0, $t0, 512
sw $s4, ($t0)
sw $s4, 32($t0)
sw $s4, 52($t0)
sw $s4, 56($t0)
sw $s4, 60($t0)
sw $s4, 64($t0)
sw $s4, 72($t0)
sw $s4, 76($t0)
sw $s4, 92($t0)
sw $s4, 96($t0)
sw $s4, 100($t0)
sw $s4, 104($t0)
sw $s4, 112($t0)
sw $s4, 116($t0)
#Sexta linha
add $t0, $t0, 512
sw $s4, ($t0)
sw $s4, 32($t0)
sw $s4, 52($t0)
sw $s4, 64($t0)
sw $s4, 72($t0)
sw $s4, 80($t0)
sw $s4, 92($t0)
sw $s4, 104($t0)
sw $s4, 112($t0)
sw $s4, 120($t0)
#Setima linha
add $t0, $t0, 512
sw $s4, ($t0)
sw $s4, 32($t0)
sw $s4, 52($t0)
sw $s4, 64($t0)
sw $s4, 72($t0)
sw $s4, 84($t0)
sw $s4, 92($t0)
sw $s4, 104($t0)
sw $s4, 112($t0)
sw $s4, 124($t0)
jr $ra
desenha: #Desenha o personagem
lw $t0, pos #Recebe a nova posição
#Primeira linha
add $t0, $t0, 24
sw $s4, ($t0)
sw $s4, 4($t0)
sw $s4, 8($t0)
sw $s4, 12($t0)
sw $s4, 16($t0)
sw $s4, 20($t0)
#Segunda linha
add $t0, $t0, 504
sw $s4, ($t0)
sw $s4, 4($t0)
sw $s1, 8($t0)
sw $s1, 12($t0)
sw $s1, 16($t0)
sw $s4, 20($t0)
sw $s6, 24($t0)
sw $s6, 28($t0)
sw $s4, 32($t0)
#Terceira linha
add $t0, $t0, 508
sw $s4, ($t0)
sw $s1, 4($t0)
sw $s1, 8($t0)
sw $s1, 12($t0)
sw $s1, 16($t0)
sw $s4, 20($t0)
sw $s6, 24($t0)
sw $s6, 28($t0)
sw $s6, 32($t0)
sw $s6, 36($t0)
sw $s4, 40($t0)
#Quarta linha
add $t0, $t0, 504
sw $s4, ($t0)
sw $s4, 4($t0)
sw $s4, 8($t0)
sw $s4, 12($t0)
sw $s1, 16($t0)
sw $s1, 20($t0)
sw $s1, 24($t0)
sw $s4, 28($t0)
sw $s5, 32($t0)
sw $s6, 36($t0)
sw $s6, 40($t0)
sw $s4, 44($t0)
sw $s6, 48($t0)
sw $s4, 52($t0)
#Quinta linha
add $t0, $t0, 508
sw $s4, ($t0)
sw $s1, 4($t0)
sw $s1, 8($t0)
sw $s1, 12($t0)
sw $s1, 16($t0)
sw $s4, 20($t0)
sw $s1, 24($t0)
sw $s1, 28($t0)
sw $s4, 32($t0)
sw $s5, 36($t0)
sw $s6, 40($t0)
sw $s6, 44($t0)
sw $s4, 48($t0)
sw $s6, 52($t0)
sw $s4, 56($t0)
#Sexta linha
add $t0, $t0, 512
sw $s4, ($t0)
sw $s1, 4($t0)
sw $s1, 8($t0)
sw $s1, 12($t0)
sw $s1, 16($t0)
sw $s1, 20($t0)
sw $s4, 24($t0)
sw $s1, 28($t0)
sw $s1, 32($t0)
sw $s4, 36($t0)
sw $s5, 40($t0)
sw $s6, 44($t0)
sw $s6, 48($t0)
sw $s6, 52($t0)
sw $s4, 56($t0)
#Setima linha
add $t0, $t0, 512
sw $s4, ($t0)
sw $s1, 4($t0)
sw $s1, 8($t0)
sw $s1, 12($t0)
sw $s1, 16($t0)
sw $s1, 20($t0)
sw $s4, 24($t0)
sw $s1, 28($t0)
sw $s1, 32($t0)
sw $s1, 36($t0)
sw $s4, 40($t0)
sw $s4, 44($t0)
sw $s4, 48($t0)
sw $s4, 52($t0)
sw $s4, 56($t0)
sw $s4, 60($t0)
#Oitava linha
add $t0, $t0, 516
sw $s4, ($t0)
sw $s1, 4($t0)
sw $s1, 8($t0)
sw $s1, 12($t0)
sw $s4, 16($t0)
sw $s1, 20($t0)
sw $s1, 24($t0)
sw $s1, 28($t0)
sw $s4, 32($t0)
sw $s3, 36($t0)
sw $s3, 40($t0)
sw $s3, 44($t0)
sw $s3, 48($t0)
sw $s3, 52($t0)
sw $s3, 56($t0)
sw $s4, 60($t0)
#Nona linha
add $t0, $t0, 516
sw $s4, ($t0)
sw $s4, 4($t0)
sw $s4, 8($t0)
sw $s2, 12($t0)
sw $s2, 16($t0)
sw $s2, 20($t0)
sw $s4, 24($t0)
sw $s3, 28($t0)
sw $s4, 32($t0)
sw $s4, 36($t0)
sw $s4, 40($t0)
sw $s4, 44($t0)
sw $s4, 48($t0)
sw $s4, 52($t0)
#Decima linha
add $t0, $t0, 512
sw $s4, ($t0)
sw $s2, 4($t0)
sw $s2, 8($t0)
sw $s2, 12($t0)
sw $s2, 16($t0)
sw $s2, 20($t0)
sw $s2, 24($t0)
sw $s4, 28($t0)
sw $s3, 32($t0)
sw $s3, 36($t0)
sw $s3, 40($t0)
sw $s3, 44($t0)
sw $s3, 48($t0)
sw $s4, 52($t0)
#Decima Primeira linha
add $t0, $t0, 516
sw $s4, ($t0)
sw $s4, 4($t0)
sw $s2, 8($t0)
sw $s2, 12($t0)
sw $s2, 16($t0)
sw $s2, 20($t0)
sw $s2, 24($t0)
sw $s4, 28($t0)
sw $s4, 32($t0)
sw $s4, 36($t0)
sw $s4, 40($t0)
sw $s4, 44($t0)
#Decima Segunda linha
add $t0, $t0, 520
sw $s4, ($t0)
sw $s4, 4($t0)
sw $s4, 8($t0)
sw $s4, 12($t0)
sw $s4, 16($t0)
jr $ra #Retorna pra função do jogo
jogar:
li $v0, 32 #Pequeno delay
add $a0, $zero, 70
syscall
li $t2, 0xffff0000 #Lê a tecla
lw $a1, ($t2)
andi $t9, $a1, 0x0001 #Verifica se teve novo input
beqz $t9, jogar
lw $a1, 4($t2) #Pega o input
beq $a1, 112, fim #Verifica se teclou pra parar o jogo
move_left: #Verificação de direções
bne $a1, 97, move_down #botão a
lw $t0, pos
add $t0, $t0, -12
sw $t0, pos
jr $ra
move_down:
bne $a1, 115, move_up #botão s
lw $t0, pos
add $t0, $t0, 1536
sw $t0, pos
jr $ra
move_up:
bne $a1, 119, move_right #botão w
lw $t0, pos
add $t0, $t0, -1536
sw $t0, pos
jr $ra
move_right:
bne $a1, 100, jogar #botão d
lw $t0, pos
add $t0, $t0, 12
sw $t0, pos
jr $ra
jogo: #Onde ocorrem todos os processos do jogo
jal limpa_tela
jal desenha
jal jogar
j jogo
main: #Seta valores iniciais e chama o jogo
jal set_tela
jal set_cores
jal jogo
fim: