Question: Fix? . section . note.GNU - stack,,@progbits . section . data part: . quad 4 1 # x - coordinate for a part ( snake

Fix? .section .note.GNU-stack,"",@progbits .section .data part: .quad 41 # x-coordinate for a part (snake).quad 13 # y-coordinate for a part (snake).quad 2.quad 0 apple: .quad 0 # x-coordinate of apple .quad 0 # y-coordinate of apple .quad 0.quad 0 # apple visibility flag obstacle: .quad 0 # x-coordinate of obstacle .quad 0 # y-coordinate of obstacle .quad 0 input: .byte '3' Vert: .byte ']' # Vertical boundary character delay: .quad 0 collision: .quad 0 head: .quad 0 apple_counter: .quad 2 # Counter for apples (starting value) running_apple_count: .quad 2 # Running apple counter obstacle_counter: .quad 0 # Counter for obstacles running_obstacle_count: .quad 0 # Running obstacle counter first_apple: .quad 0 # First apple flag first_obstacle: .quad 0 # First obstacle flag ch: .string "O\0" # Character for snake (head) cp: .string "*\0" # Character for apple Press_Any_Key_string: .string "Press key to start\0" # Prompt message to start Press_Any_Key_End: .string "Done, press key to exit\0" # End message level_string: .string "Level %d\0" # Level display format score_string: .string "Score %05d\0" # Score display format (5 digits) segments_string: .string "Segments %d\0" # Segments display format final_score: .asciz "Your score was %d
" # Final score message final_segments: .asciz "Your snake had %d segments
" # Final segments message final_level: .asciz "You made it to level %d
" # Final level message level: .quad 1 # Current level (starting level 1) segments: .quad 4 # Number of snake segments score: .quad 0 # Current score ac: .string "@\0" # Character for some symbol (e.g., for apple) oc: .string "X\0" # Character for obstacle tail: .quad 0 # Tail of the snake (pointer or coordinates) apple_tail: .quad 0 # Tail of the apple (placeholder) obstacle_tail: .quad 0 # Tail of obstacle (placeholder) ts: .byte '=' # Top side border character for the game window window: .quad 0 # Window size or properties (placeholder).section .text .globl main main: call starting_snake movq head, %rdi push %rbp mov %rsp,%rbp call initialize # Initialize game state, setup resources, etc. call make_apples # Function to generate apples in the game call make_obstacles # Function to generate obstacles call print_board # Print the initial game board movq $1,%rdi movq $31,%rsi lea Press_Any_Key_string, %rdx call mvprintw # Display the "Press key to start" message pop %rbp # Restore the base pointer after function call movq head, %rdi movq collision, %r13 call user_input # Get user input (move snake) movq $300,%rdi # Set a delay of 300(time between snake moves) movq %rdi, delay call timeout movq %r13,%rdi cmp $1,%rdi # Compare collision state to 1(if collision) jz end call level_complete_test # Test if the current level is complete movq %rax, %rdi cmp $1,%rdi jz level_completed call create_part movq head, %rdi call move_snake # 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 %rsp,%rbp call erase # Erase the previous frame of the board movq collision, %rdi # Load collision state again movq first_apple, %rsi # Load first apple flag call print_board # Print the board again after moving movq collision, %rdi pop %rbp movq collision, %rdi jmp loop34 loop34: movq head, %rdi # Pass head to user_input for the next loop iteration movq collision, %r13 movq delay, %r12 call user_input movq %r13,%rdi # Check collision state cmp $1,%rdi movq %r12, delay # Store delay value in the delay variable jz end call level_complete_test # Check if level is complete movq %rax, %rdi cmp $1,%rdi jz level_completed # If level completed, jump call create_part # Create a new snake part movq head, %rdi # Move snake's head call move_snake # Move snake forward call collide movq %rax, collision movq head, %rdi # Load head push %rbp # Save base pointer mov %rsp,%rbp # Set base pointer call erase movq collision, %rdi movq first_apple, %rsi call print_board # Print the updated game board movq collision, %rdi pop %rbp movq collision, %rdi jmp loop34 # End of the game or level (if collision detected or game over) level_completed: call free_apples # Call function to free apples (cleanup) movq running_apple_count, %rax addq $1,%rax movq %rax, running_apple_count movq %rax, apple_counter # Update the apple_counter with the new count call make_apples movq running_obstacle_count, %rax # Load the current obstacle count into %rax cmp $0,%rax jz make_second_obstacle # Jump to make_second_obstacle if obstacle count is 0 jmp make_all_other_obstacles make_se

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