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https://github.com/knightfox75/nds_nflib.git
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- Creative Commons (except for CC0) shouldn't be used for code: https://creativecommons.org/faq/#can-i-apply-a-creative-commons-license-to-software MIT has the same spirit as the CC-BY license. - CC-BY has been retained for the assets included in the repository. - Also, the years were wrong, this library was started in 2009. - Make all examples use the CC0 license.
212 lines
4.7 KiB
C
212 lines
4.7 KiB
C
// SPDX-License-Identifier: CC0-1.0
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//
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// SPDX-FileContributor: NightFox & Co., 2009-2011
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/*
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-------------------------------------------------
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NightFox's Lib Template
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Ejemplo de seleccion de capa en 3D Sprites
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Requiere DevkitARM
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Requiere NightFox's Lib
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Codigo por NightFox
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http://www.nightfoxandco.com
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Inicio 10 de Octubre del 2009
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-------------------------------------------------
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*/
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/*
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-------------------------------------------------
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Includes
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-------------------------------------------------
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*/
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// Includes C
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#include <stdio.h>
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#include <time.h>
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// Includes propietarios NDS
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#include <nds.h>
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// Includes librerias propias
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#include <nf_lib.h>
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/*
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-------------------------------------------------
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Main() - Bloque general del programa
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-------------------------------------------------
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*/
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#define SPRITEMAXNUM 32
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int main(int argc, char **argv) {
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// Inicializa el random
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srand(time(NULL));
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// Pantalla de espera inicializando NitroFS
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NF_Set2D(0, 0);
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NF_Set2D(1, 0);
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consoleDemoInit();
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printf("\n NitroFS init. Please wait.\n\n");
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printf(" Iniciando NitroFS,\n por favor, espere.\n\n");
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swiWaitForVBlank();
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// Define el ROOT e inicializa el sistema de archivos
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NF_SetRootFolder("NITROFS"); // Define la carpeta ROOT para usar NITROFS
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// Inicializa el motor 3D
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NF_Set3D(0, 0); // Modo 3D_0 en la pantalla superior
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// Inicializa el motor 2D
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NF_Set2D(1, 0); // Modo 2D_0 en la pantalla inferior
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// Inicializa los fondos tileados
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NF_InitTiledBgBuffers(); // Inicializa los buffers para almacenar fondos
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NF_InitTiledBgSys(0); // Inicializa los fondos Tileados para la pantalla superior
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NF_InitTiledBgSys(1); // Inicializa los fondos Tileados para la pantalla inferior
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// Inicializa los buffers de los Sprites
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NF_InitSpriteBuffers(); // Inicializa los buffers para almacenar sprites y paletas
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// Inicializa el sistema de Sprites en 3D y OpenGL
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NF_Init3dSpriteSys();
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// Carga los fondos tileados
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NF_LoadTiledBg("bg/nfl", "nfl", 256, 256);
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NF_LoadTiledBg("bg/bg3", "bg3", 256, 256);
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NF_LoadTiledBg("bg/bg2", "bg2", 1536, 256);
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NF_LoadTiledBg("bg/bg1", "bg1", 2048, 256);
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// Carga los graficos de los Sprites
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u8 n = 0;
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for (n = 0; n < SPRITEMAXNUM; n ++) {
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NF_LoadSpriteGfx("sprite/numbers", n, 16, 16);
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}
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NF_LoadSpritePal("sprite/numbers", 0);
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// Manda los graficos y paletas a la VRAM
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for (n = 0; n < SPRITEMAXNUM; n ++) {
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NF_Vram3dSpriteGfx(n, n, true);
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}
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NF_Vram3dSpritePal(0, 0);
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// Crea los fondos en ambas pantallas
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NF_CreateTiledBg(0, 3, "bg3");
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NF_CreateTiledBg(0, 2, "bg2");
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NF_CreateTiledBg(0, 1, "bg1");
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NF_CreateTiledBg(1, 3, "nfl");
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// Variables
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s16 x[SPRITEMAXNUM];
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s16 y[SPRITEMAXNUM];
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s8 ix[SPRITEMAXNUM];
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s8 iy[SPRITEMAXNUM];
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u16 timer[SPRITEMAXNUM];
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u8 frame[SPRITEMAXNUM];
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s16 bg_x = 128;
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s8 bg_move = 1;
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s8 layer = 0;
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// Inicializa las variables
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for (n = 0; n < SPRITEMAXNUM; n ++) {
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x[n] = (((int)(rand() % 239)));
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y[n] = (((int)(rand() % 175)));
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timer[n] = (((int)(rand() % 20)));
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frame[n] = (((int)(rand() % 10)));
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if ((rand() % 100) > 50) {
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ix[n] = 1;
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} else {
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ix[n] = -1;
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}
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if ((rand() % 100) > 50) {
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iy[n] = 1;
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} else {
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iy[n] = -1;
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}
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// Crea los Sprites 3D
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NF_Create3dSprite(n, n, 0, x[n], y[n]);
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NF_Set3dSpriteFrame(n, frame[n]);
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}
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// Y ordenalos en la cola segun su ID (El mas bajo tiene prioridad)
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NF_Sort3dSprites();
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// Variable para la lectura del teclado
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u16 keys = 0;
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// Bucle (repite para siempre)
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while(1) {
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// Lee el teclado
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scanKeys();
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keys = keysDown();
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// Mueve todos los Sprites
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for (n = 0; n < SPRITEMAXNUM; n ++) {
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x[n] += ix[n];
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if ((x[n] < 0) || (x[n] > (255 - NF_3DSPRITE[n].width))) ix[n] = -ix[n];
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y[n] += iy[n];
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if ((y[n] < 0) || (y[n] > (191 - NF_3DSPRITE[n].height))) iy[n] = -iy[n];
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timer[n] ++;
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if (timer[n] > 19) {
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timer[n] = 0;
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frame[n] ++;
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if (frame[n] > 9) frame[n] = 0;
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}
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NF_Move3dSprite(n, x[n], y[n]);
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NF_Set3dSpriteFrame(n, frame[n]);
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}
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// Calcula el movimiento del fondo
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bg_x += bg_move;
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if ((bg_x < 1) || (bg_x > 1662)) bg_move = -bg_move;
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// Cambia la capa en la que se dibujan los Sprites 3D
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if (keys & KEY_A) {
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layer ++;
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if (layer > 2) layer = 2;
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NF_3dSpritesLayer(layer);
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}
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if (keys & KEY_B) {
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layer --;
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if (layer < 0) layer = 0;
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NF_3dSpritesLayer(layer);
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}
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// Dibuja los 3D Sprites
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NF_Draw3dSprites();
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// Actualiza la escena 3D, si no lo haces, no se mostrara en pantalla
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glFlush(0);
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// Espera al sincronismo vertical
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swiWaitForVBlank();
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// Actualiza las texturas de los 3D Sprites animados con KEEPFRAMES == TRUE
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NF_Update3dSpritesGfx();
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// Actualiza el Scroll de las capas fondos tileados
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NF_ScrollBg(0, 1, bg_x, 0);
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NF_ScrollBg(0, 2, ((int)(bg_x / 1.5)), 0);
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}
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return 0;
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}
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