nds_nflib/examples/3dsprites/alpha/source/main.c
2023-05-20 18:42:39 +01:00

140 lines
3.4 KiB
C

// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: NightFox & Co., 2009-2011
//
// Example of using transparency with 3D sprites.
// http://www.nightfoxandco.com
#include <stdio.h>
#include <time.h>
#include <nds.h>
#include <filesystem.h>
#include <nf_lib.h>
#define MAXSPRITES 8
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");
consoleClear();
// Initialize 3D engine in the bottom screen in mode 0
NF_Set3D(1, 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/nature", "bg3", 256, 256);
// Load sprite files from NitroFS
NF_LoadSpriteGfx("sprite/blueball", 0, 64, 64);
NF_LoadSpritePal("sprite/blueball", 0);
// Transfer the required sprites to VRAM
NF_Vram3dSpriteGfx(0, 0, true);
NF_Vram3dSpritePal(0, 0);
// Create background
NF_CreateTiledBg(0, 3, "bg3");
// Enable alpha blending between 3D sprites over 3D backgrounds
REG_BLDCNT = BLEND_ALPHA
| BLEND_SRC_BG0
| BLEND_DST_BG1 | BLEND_DST_BG2 | BLEND_DST_BG3 | BLEND_DST_BACKDROP;
// Variables
s16 x[MAXSPRITES];
s16 y[MAXSPRITES];
s16 ix = 4;
s16 iy = 4;
// Initialize sprite variables and create the sprites
for (int n = 0; n < MAXSPRITES; n ++)
{
x[n] = 128 - 32;
y[n] = 96 - 32;
NF_Create3dSprite(n, 0, 0, x[n], y[n]);
}
// Sort their priorites based on their IDs (lower IDs have higher priority)
NF_Sort3dSprites();
while (1)
{
// Read keys and touchscreen
scanKeys();
touchPosition touchscreen;
touchRead(&touchscreen);
u16 keys = keysHeld(); // Keys currently pressed
// Move sprites that follow the main one
for (int n = MAXSPRITES - 1; n > 0; n --)
{
x[n] = x[n - 1];
y[n] = y[n - 1];
NF_Blend3dSprite(n, n + 1, 31 - (n << 2));
NF_Move3dSprite(n, x[n], y[n]);
}
// Move the main sprite
if (keys & KEY_TOUCH)
{
x[0] = touchscreen.px - 32;
y[0] = touchscreen.py - 32;
if (x[0] < 8)
x[0] = 8;
if (x[0] > 183)
x[0] = 183;
if (y[0] < 8)
y[0] = 8;
if (y[0] > 119)
y[0] = 119;
}
else
{
x[0] += ix;
if ((x[0] < 8) || (x[0] > 183))
ix = -ix;
y[0] += iy;
if ((y[0] < 8) || (y[0] > 119))
iy = -iy;
}
NF_Move3dSprite(0, x[0], y[0]);
// 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();
}
return 0;
}