Question: Fix? . section . note.GNU - stack,,@progbits . section . data part: . quad 4 1 # x - coordinate for a part ( snake
Fix? section note.GNUstack,"",@progbits section data part: quad # xcoordinate for a part snakequad # ycoordinate for a part snakequad quad apple: quad # xcoordinate of apple quad # ycoordinate of apple quad quad # apple visibility flag obstacle: quad # xcoordinate of obstacle quad # ycoordinate of obstacle quad input: byte Vert: byte # Vertical boundary character delay: quad collision: quad head: quad applecounter: quad # Counter for apples starting value runningapplecount: quad # Running apple counter obstaclecounter: quad # Counter for obstacles runningobstaclecount: quad # Running obstacle counter firstapple: quad # First apple flag firstobstacle: quad # First obstacle flag ch: string O # Character for snake head cp: string # Character for apple PressAnyKeystring: string "Press key to start # Prompt message to start PressAnyKeyEnd: string "Done, press key to exit # End message levelstring: string "Level d # Level display format scorestring: string "Score d # Score display format digits segmentsstring: string "Segments d # Segments display format finalscore: asciz "Your score was d
# Final score message finalsegments: asciz "Your snake had d segments
# Final segments message finallevel: asciz "You made it to level d
# Final level message level: quad # Current level starting level segments: quad # Number of snake segments score: quad # Current score ac: string @ # Character for some symbol eg for apple oc: string X # Character for obstacle tail: quad # Tail of the snake pointer or coordinates appletail: quad # Tail of the apple placeholder obstacletail: quad # Tail of obstacle placeholder ts: byte # Top side border character for the game window window: quad # Window size or properties placeholdersection text globl main main: call startingsnake movq head, rdi push rbp mov rsprbp call initialize # Initialize game state, setup resources, etc. call makeapples # Function to generate apples in the game call makeobstacles # Function to generate obstacles call printboard # Print the initial game board movq $rdi movq $rsi lea PressAnyKeystring, rdx call mvprintw # Display the "Press key to start" message pop rbp # Restore the base pointer after function call movq head, rdi movq collision, r call userinput # Get user input move snake movq $rdi # Set a delay of time between snake moves movq rdi, delay call timeout movq rrdi cmp $rdi # Compare collision state to if collision jz end call levelcompletetest # Test if the current level is complete movq rax, rdi cmp $rdi jz levelcompleted call createpart movq head, rdi call movesnake # Call to move the snake call collide movq rax, collision # Store the result of the collision check movq head, rdi # Pass head for further processing push rbp mov rsprbp call erase # Erase the previous frame of the board movq collision, rdi # Load collision state again movq firstapple, rsi # Load first apple flag call printboard # Print the board again after moving movq collision, rdi pop rbp movq collision, rdi jmp loop loop: movq head, rdi # Pass head to userinput for the next loop iteration movq collision, r movq delay, r call userinput movq rrdi # Check collision state cmp $rdi movq r delay # Store delay value in the delay variable jz end call levelcompletetest # Check if level is complete movq rax, rdi cmp $rdi jz levelcompleted # If level completed, jump call createpart # Create a new snake part movq head, rdi # Move snake's head call movesnake # Move snake forward call collide movq rax, collision movq head, rdi # Load head push rbp # Save base pointer mov rsprbp # Set base pointer call erase movq collision, rdi movq firstapple, rsi call printboard # Print the updated game board movq collision, rdi pop rbp movq collision, rdi jmp loop # End of the game or level if collision detected or game over levelcompleted: call freeapples # Call function to free apples cleanup movq runningapplecount, rax addq $rax movq rax, runningapplecount movq rax, applecounter # Update the applecounter with the new count call makeapples movq runningobstaclecount, rax # Load the current obstacle count into rax cmp $rax jz makesecondobstacle # Jump to makesecondobstacle if obstacle count is jmp makeallotherobstacles makese
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