nds_nflib/examples/graphics/sprite/source/main.c
2023-05-21 21:11:40 +01:00

149 lines
3.8 KiB
C

// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: NightFox & Co., 2009-2011
//
// Sprite loading example
// http://www.nightfoxandco.com
#include <stdio.h>
#include <time.h>
#include <nds.h>
#include <filesystem.h>
#include <nf_lib.h>
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 2D engine in both screens and use mode 0
NF_Set2D(0, 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 sprite system
NF_InitSpriteBuffers(); // Initialize storage buffers
NF_InitSpriteSys(0); // Top screen
NF_InitSpriteSys(1); // Bottom screen
// Load background files from NitroFS
NF_LoadTiledBg("bg/nfl", "nfl", 256, 256);
NF_LoadTiledBg("bg/bg3", "layer_3", 256, 256);
NF_LoadTiledBg("bg/bg2", "layer_2", 1024, 256);
// Load sprite files from NitroFS
NF_LoadSpriteGfx("sprite/character", 0, 64, 64);
NF_LoadSpritePal("sprite/character", 0);
NF_LoadSpriteGfx("sprite/ball", 1, 32, 32);
NF_LoadSpritePal("sprite/ball", 1);
// Create top screen background
NF_CreateTiledBg(0, 3, "nfl");
// Create bottom screen backgrounds
NF_CreateTiledBg(1, 3, "layer_3");
NF_CreateTiledBg(1, 2, "layer_2");
// Transfer the required sprites to VRAM
NF_VramSpriteGfx(1, 0, 0, true); // Ball: Keep all frames in VRAM
NF_VramSpritePal(1, 0, 0);
NF_VramSpriteGfx(0, 1, 0, false); // Character: Keep unused frames in RAM
NF_VramSpritePal(0, 1, 0);
// Setup character sprite
s16 char_x = 0;
s16 char_y = 127;
u8 char_frame = 0;
u8 char_anim = 0;
s8 char_speed = 1;
NF_CreateSprite(1, 0, 0, 0, char_x, char_y);
// Setup ball sprites
s16 ball_x[32];
s16 ball_y[32];
s8 ball_spx[32];
s8 ball_spy[32];
for (int n = 0; n < 32; n++)
{
ball_x[n] = rand() % 223;
ball_y[n] = rand() % 159;
ball_spx[n] = (rand() % 3) + 1;
ball_spy[n] = (rand() % 3) + 1;
NF_CreateSprite(0, n, 0, 0, ball_x[n], ball_y[n]);
}
while (1)
{
// Move character
char_x += char_speed;
if ((char_x < 0) || (char_x > 191))
{
char_speed *= -1;
if (char_speed > 0)
NF_HflipSprite(1, 0, false);
else
NF_HflipSprite(1, 0, true);
}
NF_MoveSprite(1, 0, char_x, char_y);
// Animate character
char_anim++;
if (char_anim > 5)
{
char_anim = 0;
char_frame++;
if (char_frame > 11)
char_frame = 0;
NF_SpriteFrame(1, 0, char_frame);
}
// Move balls
for (int n = 0; n < 32; n++)
{
ball_x[n] += ball_spx[n];
if ((ball_x[n] < 0) || (ball_x[n] > 223))
ball_spx[n] *= -1;
ball_y[n] += ball_spy[n];
if ((ball_y[n] < 0) || (ball_y[n] > 159))
ball_spy[n] *= -1;
NF_MoveSprite(0, n, ball_x[n], ball_y[n]);
}
// Update OAM array
NF_SpriteOamSet(0);
NF_SpriteOamSet(1);
// Wait for the screen refresh
swiWaitForVBlank();
// Update OAM
oamUpdate(&oamMain);
oamUpdate(&oamSub);
}
return 0;
}