nds_nflib/examples/3dsprites/animation/source/main.c

144 lines
3.5 KiB
C

// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: NightFox & Co., 2009-2011
//
// 3D animated sprite example
// http://www.nightfoxandco.com
#include <stdio.h>
#include <time.h>
#include <nds.h>
#include <filesystem.h>
#include <nf_lib.h>
#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;
}