examples: Cleanup and translate 3dprites/setlayer to English

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Antonio Niño Díaz 2023-05-20 12:24:02 +01:00
parent b20bb1ca2c
commit 6c221ffea1

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// SPDX-License-Identifier: CC0-1.0 // SPDX-License-Identifier: CC0-1.0
// //
// SPDX-FileContributor: NightFox & Co., 2009-2011 // SPDX-FileContributor: NightFox & Co., 2009-2011
//
// Example of setting the layer of 3D sprites.
// http://www.nightfoxandco.com
/*
-------------------------------------------------
NightFox's Lib Template
Ejemplo de seleccion de capa en 3D Sprites
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 <stdio.h>
#include <time.h> #include <time.h>
// Includes propietarios NDS
#include <nds.h> #include <nds.h>
#include <filesystem.h> #include <filesystem.h>
// Includes librerias propias
#include <nf_lib.h> #include <nf_lib.h>
/*
-------------------------------------------------
Main() - Bloque general del programa
-------------------------------------------------
*/
#define SPRITEMAXNUM 32 #define SPRITEMAXNUM 32
int main(int argc, char **argv) { int main(int argc, char **argv)
{
// Set random seed based on the current time
srand(time(NULL));
// Inicializa el random // Prepare a NitroFS initialization screen
srand(time(NULL)); 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();
// Pantalla de espera inicializando NitroFS // Initialize NitroFS and set it as the root folder of the filesystem
NF_Set2D(0, 0); nitroFSInit(NULL);
NF_Set2D(1, 0); NF_SetRootFolder("NITROFS");
consoleDemoInit();
printf("\n NitroFS init. Please wait.\n\n");
printf(" Iniciando NitroFS,\n por favor, espere.\n\n");
swiWaitForVBlank();
// Define el ROOT e inicializa el sistema de archivos // Initialize 3D engine in bottom screens in mode 0
nitroFSInit(NULL); NF_Set3D(0, 0);
NF_SetRootFolder("NITROFS"); // Define la carpeta ROOT para usar NITROFS
// Inicializa el motor 3D // Initialize 2D engine in bottom screens in mode 0
NF_Set3D(0, 0); // Modo 3D_0 en la pantalla superior NF_Set2D(1, 0);
// Inicializa el motor 2D // Initialize tiled backgrounds system
NF_Set2D(1, 0); // Modo 2D_0 en la pantalla inferior NF_InitTiledBgBuffers(); // Initialize storage buffers
NF_InitTiledBgSys(0); // Top screen
NF_InitTiledBgSys(1); // Bottom screen
// Inicializa los fondos tileados // Initialize 3D sprite system
NF_InitTiledBgBuffers(); // Inicializa los buffers para almacenar fondos NF_InitSpriteBuffers(); // Initialize storage buffers
NF_InitTiledBgSys(0); // Inicializa los fondos Tileados para la pantalla superior NF_Init3dSpriteSys();
NF_InitTiledBgSys(1); // Inicializa los fondos Tileados para la pantalla inferior
// Inicializa los buffers de los Sprites // Load background files from NitroFS
NF_InitSpriteBuffers(); // Inicializa los buffers para almacenar sprites y paletas NF_LoadTiledBg("bg/nfl", "nfl", 256, 256);
NF_LoadTiledBg("bg/bg3", "bg3", 256, 256);
NF_LoadTiledBg("bg/bg2", "bg2", 1536, 256);
NF_LoadTiledBg("bg/bg1", "bg1", 2048, 256);
// Inicializa el sistema de Sprites en 3D y OpenGL // Load sprite files from NitroFS
NF_Init3dSpriteSys(); for (int n = 0; n < SPRITEMAXNUM; n ++)
NF_LoadSpriteGfx("sprite/numbers", n, 16, 16);
// Carga los fondos tileados NF_LoadSpritePal("sprite/numbers", 0);
NF_LoadTiledBg("bg/nfl", "nfl", 256, 256);
NF_LoadTiledBg("bg/bg3", "bg3", 256, 256);
NF_LoadTiledBg("bg/bg2", "bg2", 1536, 256);
NF_LoadTiledBg("bg/bg1", "bg1", 2048, 256);
// Transfer the required sprites to VRAM
for (int n = 0; n < SPRITEMAXNUM; n ++)
NF_Vram3dSpriteGfx(n, n, true);
// Carga los graficos de los Sprites NF_Vram3dSpritePal(0, 0);
u8 n = 0;
for (n = 0; n < SPRITEMAXNUM; n ++) {
NF_LoadSpriteGfx("sprite/numbers", n, 16, 16);
}
NF_LoadSpritePal("sprite/numbers", 0);
// Create backgrounds of both screens
NF_CreateTiledBg(0, 3, "bg3");
NF_CreateTiledBg(0, 2, "bg2");
NF_CreateTiledBg(0, 1, "bg1");
NF_CreateTiledBg(1, 3, "nfl");
// Manda los graficos y paletas a la VRAM // Variables
for (n = 0; n < SPRITEMAXNUM; n ++) { int x[SPRITEMAXNUM];
NF_Vram3dSpriteGfx(n, n, true); int y[SPRITEMAXNUM];
} int ix[SPRITEMAXNUM];
NF_Vram3dSpritePal(0, 0); int iy[SPRITEMAXNUM];
u32 timer[SPRITEMAXNUM];
u32 frame[SPRITEMAXNUM];
// Crea los fondos en ambas pantallas int bg_x = 128;
NF_CreateTiledBg(0, 3, "bg3"); int bg_speed = 1;
NF_CreateTiledBg(0, 2, "bg2"); int layer = 0;
NF_CreateTiledBg(0, 1, "bg1");
NF_CreateTiledBg(1, 3, "nfl");
// Inicializa las variables
for (int n = 0; n < SPRITEMAXNUM; n ++)
{
x[n] = rand() % 239;
y[n] = rand() % 175;
timer[n] = rand() % 20;
frame[n] = rand() % 10;
// Variables if ((rand() % 100) > 50)
s16 x[SPRITEMAXNUM]; ix[n] = 1;
s16 y[SPRITEMAXNUM]; else
s8 ix[SPRITEMAXNUM]; ix[n] = -1;
s8 iy[SPRITEMAXNUM];
u16 timer[SPRITEMAXNUM];
u8 frame[SPRITEMAXNUM];
s16 bg_x = 128;
s8 bg_move = 1;
s8 layer = 0;
// Inicializa las variables if ((rand() % 100) > 50)
for (n = 0; n < SPRITEMAXNUM; n ++) { iy[n] = 1;
x[n] = (((int)(rand() % 239))); else
y[n] = (((int)(rand() % 175))); iy[n] = -1;
timer[n] = (((int)(rand() % 20)));
frame[n] = (((int)(rand() % 10)));
if ((rand() % 100) > 50) {
ix[n] = 1;
} else {
ix[n] = -1;
}
if ((rand() % 100) > 50) {
iy[n] = 1;
} else {
iy[n] = -1;
}
// Crea los Sprites 3D
NF_Create3dSprite(n, n, 0, x[n], y[n]);
NF_Set3dSpriteFrame(n, frame[n]);
}
// Y ordenalos en la cola segun su ID (El mas bajo tiene prioridad) // Create 3D sprites
NF_Sort3dSprites(); NF_Create3dSprite(n, n, 0, x[n], y[n]);
NF_Set3dSpriteFrame(n, frame[n]);
}
// Variable para la lectura del teclado // Sort their priorites based on their IDs (lower IDs have higher priority)
u16 keys = 0; NF_Sort3dSprites();
// Bucle (repite para siempre) while (1)
while(1) { {
scanKeys(); // Read keypad
u16 keys = keysHeld(); // Keys currently pressed
// Lee el teclado // Move all sprites
scanKeys(); for (int n = 0; n < SPRITEMAXNUM; n ++)
keys = keysDown(); {
x[n] += ix[n];
if ((x[n] < 0) || (x[n] > (255 - NF_3DSPRITE[n].width)))
ix[n] = -ix[n];
y[n] += iy[n];
if ((y[n] < 0) || (y[n] > (191 - NF_3DSPRITE[n].height)))
iy[n] = -iy[n];
// Mueve todos los Sprites timer[n]++;
for (n = 0; n < SPRITEMAXNUM; n ++) { if (timer[n] > 19)
x[n] += ix[n]; {
if ((x[n] < 0) || (x[n] > (255 - NF_3DSPRITE[n].width))) ix[n] = -ix[n]; timer[n] = 0;
y[n] += iy[n]; frame[n]++;
if ((y[n] < 0) || (y[n] > (191 - NF_3DSPRITE[n].height))) iy[n] = -iy[n]; if (frame[n] > 9)
timer[n] ++; frame[n] = 0;
if (timer[n] > 19) { }
timer[n] = 0;
frame[n] ++;
if (frame[n] > 9) frame[n] = 0;
}
NF_Move3dSprite(n, x[n], y[n]);
NF_Set3dSpriteFrame(n, frame[n]);
}
// Calcula el movimiento del fondo NF_Move3dSprite(n, x[n], y[n]);
bg_x += bg_move; NF_Set3dSpriteFrame(n, frame[n]);
if ((bg_x < 1) || (bg_x > 1662)) bg_move = -bg_move; }
// Cambia la capa en la que se dibujan los Sprites 3D // Move background
if (keys & KEY_A) { bg_x += bg_speed;
layer ++; if ((bg_x < 1) || (bg_x > 1662))
if (layer > 2) layer = 2; bg_speed = -bg_speed;
NF_3dSpritesLayer(layer);
}
if (keys & KEY_B) {
layer --;
if (layer < 0) layer = 0;
NF_3dSpritesLayer(layer);
}
// Dibuja los 3D Sprites // Change the layer where the 3D sprites are being drawn
NF_Draw3dSprites(); if (keys & KEY_A)
{
layer++;
if (layer > 2)
layer = 2;
NF_3dSpritesLayer(layer);
}
if (keys & KEY_B)
{
layer--;
if (layer < 0)
layer = 0;
NF_3dSpritesLayer(layer);
}
// Actualiza la escena 3D, si no lo haces, no se mostrara en pantalla // Draw 3D sprites
glFlush(0); NF_Draw3dSprites();
// Espera al sincronismo vertical // Tell the GPU to draw the scene and wait until it's done
swiWaitForVBlank(); glFlush(0);
// Actualiza las texturas de los 3D Sprites animados con KEEPFRAMES == TRUE // Wait for the screen refresh
NF_Update3dSpritesGfx(); swiWaitForVBlank();
// Actualiza el Scroll de las capas fondos tileados // Update textures of any 3D sprite with "keepframes == true"
NF_ScrollBg(0, 1, bg_x, 0); NF_Update3dSpritesGfx();
NF_ScrollBg(0, 2, ((int)(bg_x / 1.5)), 0);
} // Update background scroll during vertical blanking to avoid tearing
NF_ScrollBg(0, 1, bg_x, 0);
return 0; NF_ScrollBg(0, 2, bg_x / 1.5, 0);
}
return 0;
} }