mirror of
https://github.com/knightfox75/nds_nflib.git
synced 2025-06-18 16:55:32 -04:00
180 lines
4.5 KiB
C
180 lines
4.5 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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// Example of setting the layer of 3D sprites.
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// http://www.nightfoxandco.com
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#include <stdio.h>
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#include <time.h>
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#include <nds.h>
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#include <filesystem.h>
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#include <nf_lib.h>
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#define SPRITEMAXNUM 32
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int main(int argc, char **argv)
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{
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// Set random seed based on the current time
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srand(time(NULL));
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// Prepare a NitroFS initialization screen
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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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// Initialize NitroFS and set it as the root folder of the filesystem
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nitroFSInit(NULL);
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NF_SetRootFolder("NITROFS");
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// Initialize 3D engine in the top screen in mode 0
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NF_Set3D(0, 0);
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// Initialize 2D engine in the bottom screen in mode 0
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NF_Set2D(1, 0);
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// Initialize tiled backgrounds system
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NF_InitTiledBgBuffers(); // Initialize storage buffers
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NF_InitTiledBgSys(0); // Top screen
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NF_InitTiledBgSys(1); // Bottom screen
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// Initialize 3D sprite system
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NF_InitSpriteBuffers(); // Initialize storage buffers
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NF_Init3dSpriteSys();
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// Load background files from NitroFS
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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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// Load sprite files from NitroFS
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for (int n = 0; n < SPRITEMAXNUM; n++)
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NF_LoadSpriteGfx("sprite/numbers", n, 16, 16);
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NF_LoadSpritePal("sprite/numbers", 0);
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// Transfer the required sprites to VRAM
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for (int n = 0; n < SPRITEMAXNUM; n++)
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NF_Vram3dSpriteGfx(n, n, true);
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NF_Vram3dSpritePal(0, 0);
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// Create backgrounds of both screens
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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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int x[SPRITEMAXNUM];
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int y[SPRITEMAXNUM];
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int ix[SPRITEMAXNUM];
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int iy[SPRITEMAXNUM];
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u32 timer[SPRITEMAXNUM];
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u32 frame[SPRITEMAXNUM];
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int bg_x = 128;
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int bg_speed = 1;
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int layer = 0;
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// Inicializa las variables
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for (int n = 0; n < SPRITEMAXNUM; n++)
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{
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x[n] = rand() % 239;
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y[n] = rand() % 175;
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timer[n] = rand() % 20;
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frame[n] = 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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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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// Create 3D sprites
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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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// Sort their priorites based on their IDs (lower IDs have higher priority)
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NF_Sort3dSprites();
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while (1)
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{
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scanKeys(); // Read keypad
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u16 keys = keysHeld(); // Keys currently pressed
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// Move all sprites
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for (int n = 0; n < SPRITEMAXNUM; n++)
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{
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x[n] += ix[n];
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if ((x[n] < 0) || (x[n] > (255 - NF_3DSPRITE[n].width)))
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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)))
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iy[n] = -iy[n];
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timer[n]++;
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if (timer[n] > 19)
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{
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timer[n] = 0;
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frame[n]++;
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if (frame[n] > 9)
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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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// Move background
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bg_x += bg_speed;
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if ((bg_x < 1) || (bg_x > 1662))
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bg_speed = -bg_speed;
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// Change the layer where the 3D sprites are being drawn
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if (keys & KEY_A)
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{
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layer++;
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if (layer > 2)
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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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{
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layer--;
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if (layer < 0)
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layer = 0;
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NF_3dSpritesLayer(layer);
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}
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// Draw 3D sprites
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NF_Draw3dSprites();
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// Tell the GPU to draw the scene and wait until it's done
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glFlush(0);
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// Wait for the screen refresh
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swiWaitForVBlank();
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// Update background scroll during vertical blanking to avoid tearing
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NF_ScrollBg(0, 1, bg_x, 0);
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NF_ScrollBg(0, 2, bg_x / 1.5, 0);
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// Update textures of any 3D sprite with "keepframes == true"
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NF_Update3dSpritesGfx();
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}
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return 0;
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}
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