mirror of
https://github.com/knightfox75/nds_nflib.git
synced 2025-06-18 16:55:32 -04:00
170 lines
4.2 KiB
C
170 lines
4.2 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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// Priority change 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 MAXSPRITES 16
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#define TARGET 8
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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 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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// 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/bg3", "bg3", 256, 256);
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// Load sprite files from NitroFS
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NF_LoadSpriteGfx("sprite/blueball", 0, 64, 64);
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NF_LoadSpritePal("sprite/blueball", 0);
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NF_LoadSpriteGfx("sprite/redcar", 1, 128, 64);
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NF_LoadSpritePal("sprite/redcar", 1);
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// Transfer the required sprites to VRAM
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NF_Vram3dSpriteGfx(0, 0, true);
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NF_Vram3dSpritePal(0, 0);
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NF_Vram3dSpriteGfx(1, 1, true);
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NF_Vram3dSpritePal(1, 1);
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// Create background
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NF_CreateTiledBg(0, 3, "bg3");
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// Variables
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s16 x[MAXSPRITES];
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s16 y[MAXSPRITES];
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s16 ix[MAXSPRITES];
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s16 iy[MAXSPRITES];
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// Initialize sprite variables and create the sprites
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for (int n = 0; n < MAXSPRITES; n++)
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{
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int r;
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if (n == TARGET)
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r = 1;
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else
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r = 0;
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x[n] = rand() % 128;
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y[n] = rand() % 112;
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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, r, r, x[n], y[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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// Variable that holds the current priority of the user-controlled sprite
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s16 prio = TARGET;
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while (1)
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{
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// Read keys
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scanKeys();
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u16 keys = keysDown();
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// Move sprites
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for (int n = 0; n < MAXSPRITES; 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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NF_Move3dSprite(n, x[n], y[n]);
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}
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// Change the priority of the sprite
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if ((keys & KEY_A) && (prio > 0))
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{
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prio --;
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NF_Set3dSpritePriority(TARGET, prio);
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}
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if ((keys & KEY_B) && (prio < (MAXSPRITES - 1)))
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{
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prio ++;
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NF_Set3dSpritePriority(TARGET, prio);
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}
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// Restore default priority
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if (keys & KEY_X)
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NF_3dSpriteSetDepth(TARGET, 0);
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// Move sprite on top of everything
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if (keys & KEY_R)
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NF_3dSpriteSetDepth(TARGET, -512);
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// Move sprite to the back
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if (keys & KEY_L)
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NF_3dSpriteSetDepth(TARGET, 512);
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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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// Print debug information
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consoleClear();
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for (int n = 0; n < NF_CREATED_3DSPRITE.total; n++)
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{
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printf("Pri:%02d Spr:%02d Spr:%02d Pri:%02d\n",
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n, NF_CREATED_3DSPRITE.id[n], n, NF_3DSPRITE[n].prio);
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}
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printf("\nSprite Id%02d is on %02d priority\n\n",
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TARGET, NF_3DSPRITE[TARGET].prio);
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printf("A - Near B - Far");
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// Wait for the screen refresh
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swiWaitForVBlank();
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}
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return 0;
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}
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