// SPDX-License-Identifier: CC0-1.0 // // SPDX-FileContributor: NightFox & Co., 2009-2011 // // Priority change example. // http://www.nightfoxandco.com #include #include #include #include #include #define MAXSPRITES 16 #define TARGET 8 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 tiled backgrounds system NF_InitTiledBgBuffers(); // Initialize storage buffers NF_InitTiledBgSys(0); // Top screen // Initialize 3D sprite system NF_InitSpriteBuffers(); // Initialize storage buffers NF_Init3dSpriteSys(); // Load background files from NitroFS NF_LoadTiledBg("bg/bg3", "bg3", 256, 256); // Load sprite files from NitroFS NF_LoadSpriteGfx("sprite/blueball", 0, 64, 64); NF_LoadSpritePal("sprite/blueball", 0); NF_LoadSpriteGfx("sprite/redcar", 1, 128, 64); NF_LoadSpritePal("sprite/redcar", 1); // Transfer the required sprites to VRAM NF_Vram3dSpriteGfx(0, 0, true); NF_Vram3dSpritePal(0, 0); NF_Vram3dSpriteGfx(1, 1, true); NF_Vram3dSpritePal(1, 1); // Create background NF_CreateTiledBg(0, 3, "bg3"); // Variables s16 x[MAXSPRITES]; s16 y[MAXSPRITES]; s16 ix[MAXSPRITES]; s16 iy[MAXSPRITES]; // Initialize sprite variables and create the sprites for (int n = 0; n < MAXSPRITES; n++) { int r; if (n == TARGET) r = 1; else r = 0; x[n] = rand() % 128; y[n] = rand() % 112; 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, r, r, x[n], y[n]); } // Sort their priorites based on their IDs (lower IDs have higher priority) NF_Sort3dSprites(); // Variable that holds the current priority of the user-controlled sprite s16 prio = TARGET; while (1) { // Read keys scanKeys(); u16 keys = keysDown(); // Move sprites for (int n = 0; n < MAXSPRITES; 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]; NF_Move3dSprite(n, x[n], y[n]); } // Change the priority of the sprite if ((keys & KEY_A) && (prio > 0)) { prio --; NF_Set3dSpritePriority(TARGET, prio); } if ((keys & KEY_B) && (prio < (MAXSPRITES - 1))) { prio ++; NF_Set3dSpritePriority(TARGET, prio); } // Restore default priority if (keys & KEY_X) NF_3dSpriteSetDepth(TARGET, 0); // Move sprite on top of everything if (keys & KEY_R) NF_3dSpriteSetDepth(TARGET, -512); // Move sprite to the back if (keys & KEY_L) NF_3dSpriteSetDepth(TARGET, 512); // Draw all 3D sprites NF_Draw3dSprites(); // Tell the GPU to draw the scene and wait until it's done glFlush(0); // Print debug information consoleClear(); for (int n = 0; n < NF_CREATED_3DSPRITE.total; n++) { printf("Pri:%02d Spr:%02d Spr:%02d Pri:%02d\n", n, NF_CREATED_3DSPRITE.id[n], n, NF_3DSPRITE[n].prio); } printf("\nSprite Id%02d is on %02d priority\n\n", TARGET, NF_3DSPRITE[TARGET].prio); printf("A - Near B - Far"); // Wait for the screen refresh swiWaitForVBlank(); } return 0; }