mirror of
https://github.com/knightfox75/nds_nflib.git
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144 lines
3.5 KiB
C
144 lines
3.5 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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// 3D animated sprite example
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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 255
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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
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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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// 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 in both screens
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NF_CreateTiledBg(0, 3, "bg3");
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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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// Initialize sprite variables and create the sprites
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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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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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// Move 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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// Draw all 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 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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