// SPDX-License-Identifier: CC0-1.0 // // SPDX-FileContributor: NightFox & Co., 2009-2011 // // 3D animated sprite example // http://www.nightfoxandco.com #include #include #include #include #include #define SPRITEMAXNUM 255 int main(int argc, char **argv) { // Set random seed based on the current time srand(time(NULL)); // 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(); // Initialize NitroFS and set it as the root folder of the filesystem nitroFSInit(NULL); NF_SetRootFolder("NITROFS"); // Initialize 3D engine in the top screen in mode 0 NF_Set3D(0, 0); // Initialize 2D engine in the bottom NF_Set2D(1, 0); // Initialize tiled backgrounds system NF_InitTiledBgBuffers(); // Initialize storage buffers NF_InitTiledBgSys(0); // Top screen NF_InitTiledBgSys(1); // Bottom screen // Initialize 3D sprite system NF_InitSpriteBuffers(); // Initialize storage buffers NF_Init3dSpriteSys(); // Load background files from NitroFS NF_LoadTiledBg("bg/nfl", "nfl", 256, 256); NF_LoadTiledBg("bg/bg3", "bg3", 256, 256); // Load sprite files from NitroFS for (int n = 0; n < SPRITEMAXNUM; n ++) NF_LoadSpriteGfx("sprite/numbers", n, 16, 16); NF_LoadSpritePal("sprite/numbers", 0); // Transfer the required sprites to VRAM for (int n = 0; n < SPRITEMAXNUM; n ++) NF_Vram3dSpriteGfx(n, n, true); NF_Vram3dSpritePal(0, 0); // Create backgrounds in both screens NF_CreateTiledBg(0, 3, "bg3"); NF_CreateTiledBg(1, 3, "nfl"); // Variables s16 x[SPRITEMAXNUM]; s16 y[SPRITEMAXNUM]; s8 ix[SPRITEMAXNUM]; s8 iy[SPRITEMAXNUM]; u16 timer[SPRITEMAXNUM]; u8 frame[SPRITEMAXNUM]; // Initialize sprite variables and create the sprites for (int n = 0; n < SPRITEMAXNUM; n++) { x[n] = rand() % 239; y[n] = rand() % 175; timer[n] = rand() % 20; frame[n] = rand() % 10; if ((rand() % 100) > 50) ix[n] = 1; else ix[n] = -1; if ((rand() % 100) > 50) iy[n] = 1; else iy[n] = -1; NF_Create3dSprite(n, n, 0, x[n], y[n]); NF_Set3dSpriteFrame(n, frame[n]); } // Sort their priorites based on their IDs (lower IDs have higher priority) NF_Sort3dSprites(); while (1) { // Move sprites for (int n = 0; n < SPRITEMAXNUM; n ++) { 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]; timer[n] ++; 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]); } // Draw all 3D sprites NF_Draw3dSprites(); // Tell the GPU to draw the scene and wait until it's done glFlush(0); // Wait for the screen refresh swiWaitForVBlank(); // Update textures of any 3D sprite with "keepframes == true" NF_Update3dSpritesGfx(); } return 0; }