// SPDX-License-Identifier: CC0-1.0 // // SPDX-FileContributor: NightFox & Co., 2009-2011 // // Example of per-pixel collisions. // http://www.nightfoxandco.com #include #include #include #include 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(); // Initialize NitroFS and set it as the root folder of the filesystem nitroFSInit(NULL); NF_SetRootFolder("NITROFS"); // Initialize 2D engine in the top screen and use mode 0 NF_Set2D(0, 0); // Initialize tiled backgrounds system NF_InitTiledBgBuffers(); // Initialize storage buffers NF_InitTiledBgSys(0); // Top screen // Initialize sprite system NF_InitSpriteBuffers(); NF_InitSpriteSys(0); // Top screen // Initialize collision map buffers NF_InitCmapBuffers(); // Load background files from NitroFS NF_LoadTiledBg("bg/pdemo_bg", "bg3", 256, 256); // Load sprite files from NitroFS NF_LoadSpriteGfx("sprite/whiteball", 0, 16, 16); NF_LoadSpritePal("sprite/whiteball", 0); // Load collision map files from NitroFS NF_LoadCollisionBg("maps/pdemo_colmap", 0, 256, 256); // Create top screen background NF_CreateTiledBg(0, 3, "bg3"); // Transfer the required sprites to VRAM NF_VramSpriteGfx(0, 0, 0, true); NF_VramSpritePal(0, 0, 0); // Create sprites and set their priority layer for (int b = 0; b < 3; b ++) { NF_CreateSprite(0, b, 0, 0, -16, -16); NF_SpriteLayer(0, b, 3); } // Location of the sprites s16 x[3] = { 32, 228, 10 }; s16 y[3] = { -16, 32, 100 }; // Coordinates of the sprite that have to be used as collision points s16 py[16] = { 11, 13, 14, 15, 15, 16, 16, 16, 16, 16, 16, 15, 15, 14, 13, 11 }; while (1) { // Clear text console consoleClear(); bool down = false; bool left = false; bool right = false; // Handle collisions and fall of all balls for (int b = 0; b < 3; b ++) { down = true; // If this remains true, there is no collision // Check all pixels of the lower half of the ball to see if there is // a collision. for (int n = 0; n < 16; n ++) { // Blue pixels are index 4 if (NF_GetPoint(0, (x[b] + n), (y[b] + py[n])) == 4) down = false; } // Check for collisions left and right of the ball right = true; left = true; // Falling to the left if (NF_GetPoint(0, (x[b] - 1), (y[b] + 16)) == 4) left = false; // Falling to the right if (NF_GetPoint(0, (x[b] + 16), (y[b] + 16)) == 4) right = false; // On free fall, don't move on the X axis if (left && right) { right = false; left = false; } // Free fall if (down) y[b] ++; // Move right if (right) x[b] ++; // Move left if (left) x[b] --; // If the ball exits the screen from the bottom move it to the top if (y[b] > 192) { x[b] = 32; y[b] = -16; } // Set the sprite position NF_MoveSprite(0, b, x[b], y[b]); // Print sprite coordinates printf("x:%03d y:%03d\n", x[b], y[b]); } // Update OAM array NF_SpriteOamSet(0); // Wait for the screen refresh swiWaitForVBlank(); // Update OAM oamUpdate(&oamMain); } return 0; }