examples: Cleanup and translate 3dprites/alpha to English

This commit is contained in:
Antonio Niño Díaz 2023-05-20 12:44:11 +01:00
parent a097eb3762
commit 25511c82dd
2 changed files with 99 additions and 134 deletions

View File

@ -1,172 +1,137 @@
// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: NightFox & Co., 2009-2011
//
// Example of using transparency with 3D sprites.
// http://www.nightfoxandco.com
/*
-------------------------------------------------
NightFox's Lib Template
Ejemplo de 3D Sprites
Transparencias (Alpha Blending)
Requiere DevkitARM
Requiere NightFox's Lib
Codigo por NightFox
http://www.nightfoxandco.com
Inicio 10 de Octubre del 2009
-------------------------------------------------
*/
/*
-------------------------------------------------
Includes
-------------------------------------------------
*/
// Includes C
#include <stdio.h>
#include <time.h>
// Includes propietarios NDS
#include <nds.h>
#include <filesystem.h>
// Includes librerias propias
#include <nf_lib.h>
#define MAXSPRITES 8
int main(int argc, char **argv)
{
// Prepare a NitroFS initialization screen
NF_Set2D(0, 0);
NF_Set2D(1, 0);
consoleDemoInit();
printf("\n NitroFS init. Please wait.\n\n");
printf(" Iniciando NitroFS,\n por favor, espere.\n\n");
swiWaitForVBlank();
/*
-------------------------------------------------
Main() - Bloque general del programa
-------------------------------------------------
*/
// Initialize NitroFS and set it as the root folder of the filesystem
nitroFSInit(NULL);
NF_SetRootFolder("NITROFS");
consoleClear();
int main(int argc, char **argv) {
// Initialize 3D engine in the top screen in mode 0
NF_Set3D(1, 0);
// Pantalla de espera inicializando NitroFS
NF_Set2D(0, 0);
NF_Set2D(1, 0);
consoleDemoInit();
printf("\n NitroFS init. Please wait.\n\n");
printf(" Iniciando NitroFS,\n por favor, espere.\n\n");
swiWaitForVBlank();
// Initialize tiled backgrounds system
NF_InitTiledBgBuffers(); // Initialize storage buffers
NF_InitTiledBgSys(0); // Top screen
// Define el ROOT e inicializa el sistema de archivos
nitroFSInit(NULL);
NF_SetRootFolder("NITROFS"); // Define la carpeta ROOT para usar NITROFS
consoleClear();
// Initialize 3D sprite system
NF_InitSpriteBuffers(); // Initialize storage buffers
NF_Init3dSpriteSys();
// Inicializa el motor 3D
NF_Set3D(1, 0); // Modo 3D_0 en la pantalla superior
// Load background files from NitroFS
NF_LoadTiledBg("bg/nature", "bg3", 256, 256);
// Inicializa los fondos tileados
NF_InitTiledBgBuffers(); // Inicializa los buffers para almacenar fondos
NF_InitTiledBgSys(0); // Inicializa los fondos Tileados para la pantalla superior
// Load sprite files from NitroFS
NF_LoadSpriteGfx("sprite/blueball", 0, 64, 64);
NF_LoadSpritePal("sprite/blueball", 0);
// Inicializa los buffers de los Sprites
NF_InitSpriteBuffers(); // Inicializa los buffers para almacenar sprites y paletas
// Transfer the required sprites to VRAM
NF_Vram3dSpriteGfx(0, 0, true);
NF_Vram3dSpritePal(0, 0);
// Inicializa el sistema de Sprites en 3D y OpenGL
NF_Init3dSpriteSys();
// Create background
NF_CreateTiledBg(0, 3, "bg3");
// Carga los fondos tileados
NF_LoadTiledBg("bg/nature", "bg3", 256, 256);
// Enable alpha blending between 3D sprites over 3D backgrounds
REG_BLDCNT = BLEND_ALPHA | BLEND_SRC_BG0 | BLEND_DST_BG1 | BLEND_DST_BG2 | BLEND_DST_BG3;
// Carga los graficos de los Sprites
NF_LoadSpriteGfx("sprite/blueball", 0, 64, 64);
NF_LoadSpritePal("sprite/blueball", 0);
// Variables
s16 x[MAXSPRITES];
s16 y[MAXSPRITES];
s16 ix = 4;
s16 iy = 4;
// Manda los graficos y paletas a la VRAM
NF_Vram3dSpriteGfx(0, 0, true);
NF_Vram3dSpritePal(0, 0);
// Create sprites
for (int n = 0; n < MAXSPRITES; n ++)
{
x[n] = 128 - 32;
y[n] = 96 - 32;
// Crea los fondos en ambas pantallas
NF_CreateTiledBg(0, 3, "bg3");
NF_Create3dSprite(n, 0, 0, x[n], y[n]);
}
// Habilita el ALPHA de los Sprites 3D sobre fondos 2D
REG_BLDCNT = BLEND_ALPHA | BLEND_SRC_BG0 | (BLEND_DST_BG1 + BLEND_DST_BG2 + BLEND_DST_BG3);
// Sort their priorites based on their IDs (lower IDs have higher priority)
NF_Sort3dSprites();
// Variables
u16 n = 0;
s16 x[MAXSPRITES];
s16 y[MAXSPRITES];
s16 ix = 4;
s16 iy = 4;
while (1)
{
// Read keys and touchscreen
scanKeys();
touchPosition touchscreen;
touchRead(&touchscreen);
u16 keys = keysHeld(); // Keys currently pressed
// Inicializa las variables
for (n = 0; n < MAXSPRITES; n ++) {
x[n] = (128 - 32);
y[n] = (96 - 32);
// Crea los Sprites 3D
NF_Create3dSprite(n, 0, 0, x[n], y[n]);
}
// Move sprites that follow the main one
for (int n = MAXSPRITES - 1; n > 0; n --)
{
x[n] = x[n - 1];
y[n] = y[n - 1];
// Y ordenalos en la cola segun su ID (El mas bajo tiene prioridad)
NF_Sort3dSprites();
NF_Blend3dSprite(n, n + 1, 31 - (n << 2));
NF_Move3dSprite(n, x[n], y[n]);
}
// Variable para la lectura del teclado
u16 held = 0;
// Move the main sprite
if (keys & KEY_TOUCH)
{
x[0] = touchscreen.px - 32;
y[0] = touchscreen.py - 32;
// Variables para la lectura del touchpad
touchPosition touchscreen;
if (x[0] < 8)
x[0] = 8;
if (x[0] > 183)
x[0] = 183;
// Bucle (repite para siempre)
while(1) {
if (y[0] < 8)
y[0] = 8;
if (y[0] > 119)
y[0] = 119;
}
else
{
x[0] += ix;
if ((x[0] < 8) || (x[0] > 183))
ix = -ix;
// Lee el teclado
scanKeys();
held = keysHeld();
y[0] += iy;
if ((y[0] < 8) || (y[0] > 119))
iy = -iy;
}
// Lee el TOUCHPAD via Libnds
touchRead(&touchscreen);
NF_Move3dSprite(0, x[0], y[0]);
// Mueve todos los Sprites
for (n = (MAXSPRITES - 1); n > 0; n --) {
// Calcula la estela del movimiento
x[n] = x[(n - 1)];
y[n] = y[(n - 1)];
// Calcula el blending
NF_Blend3dSprite(n, (n + 1), (31 - (n << 2)));
// Mueve el sprite
NF_Move3dSprite(n, x[n], y[n]);
}
// Draw all 3D sprites
NF_Draw3dSprites();
// Mueve el Sprite principal
if (held & KEY_TOUCH) {
x[0] = (touchscreen.px - 32);
y[0] = (touchscreen.py - 32);
if (x[0] < 8) x[0] = 8;
if (x[0] > 183) x[0] = 183;
if (y[0] < 8) y[0] = 8;
if (y[0] > 119) y[0] = 119;
} else {
x[0] += ix;
if ((x[0] < 8) || (x[0] > 183)) ix = -ix;
y[0] += iy;
if ((y[0] < 8) || (y[0] > 119)) iy = -iy;
}
NF_Move3dSprite(0, x[0], y[0]);
// Tell the GPU to draw the scene and wait until it's done
glFlush(0);
// Dibuja los 3D Sprites
NF_Draw3dSprites();
// Actualiza la escena 3D, si no lo haces, no se mostrara en pantalla
glFlush(0);
// Espera al sincronismo vertical
swiWaitForVBlank();
}
return 0;
// Wait for the screen refresh
swiWaitForVBlank();
}
return 0;
}

View File

@ -32,10 +32,10 @@ int main(int argc, char **argv)
nitroFSInit(NULL);
NF_SetRootFolder("NITROFS");
// Initialize 3D engine in bottom screens in mode 0
// Initialize 3D engine in the top screen in mode 0
NF_Set3D(0, 0);
// Initialize 2D engine in bottom screens in mode 0
// Initialize 2D engine in the bottom screen in mode 0
NF_Set2D(1, 0);
// Initialize tiled backgrounds system