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

144 lines
3.5 KiB
C

// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: NightFox & Co., 2009-2011
//
// Basic 3D sprite example.
// http://www.nightfoxandco.com
#include <stdio.h>
#include <time.h>
#include <nds.h>
#include <filesystem.h>
#include <nf_lib.h>
#define MAXSPRITES 32
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 screen in mode 0
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
NF_LoadSpriteGfx("sprite/blueball", 0, 64, 64);
NF_LoadSpritePal("sprite/blueball", 0);
NF_LoadSpriteGfx("sprite/redcar", 1, 128, 64);
NF_LoadSpritePal("sprite/redcar", 1);
// Transfer the required sprites to VRAM
NF_Vram3dSpriteGfx(0, 0, true);
NF_Vram3dSpritePal(0, 0);
NF_Vram3dSpriteGfx(1, 1, true);
NF_Vram3dSpritePal(1, 1);
// Create backgrounds in both screens
NF_CreateTiledBg(0, 3, "bg3");
NF_CreateTiledBg(1, 3, "nfl");
// Variables
s16 x[MAXSPRITES];
s16 y[MAXSPRITES];
s16 ix[MAXSPRITES];
s16 iy[MAXSPRITES];
// Initialize sprite variables and create the sprites
for (int n = 0; n < MAXSPRITES; n ++)
{
int r = n % 2;
x[n] = rand() % 128;
y[n] = rand() % 112;
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, r, r, x[n], y[n]);
}
// Sort their priorites based on their IDs (lower IDs have higher priority)
NF_Sort3dSprites();
while (1)
{
// Read keys
scanKeys();
u16 keys = keysDown();
// Move sprites
for (int n = 0; n < MAXSPRITES; 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];
NF_Move3dSprite(n, x[n], y[n]);
}
// Show or hide all sprites with even ID
if (keys & KEY_A)
{
for (int n = 0; n < MAXSPRITES; n += 2)
NF_Show3dSprite(n, true);
}
if (keys & KEY_B)
{
for (int n = 0; n < MAXSPRITES; n += 2)
NF_Show3dSprite(n, false);
}
// 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;
}