nds_nflib/examples/collisions/barrels/source/main.c
2023-05-19 02:17:59 +01:00

157 lines
3.9 KiB
C

// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: NightFox & Co., 2009-2011
//
// Example of per-pixel collisions.
// http://www.nightfoxandco.com
#include <stdio.h>
#include <nds.h>
#include <filesystem.h>
#include <nf_lib.h>
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");
// Initialize 2D engine in the top screen and use mode 0
NF_Set2D(0, 0);
// Initialize tiled backgrounds system
NF_InitTiledBgBuffers(); // Initialize storage buffers
NF_InitTiledBgSys(0); // Top screen
// Initialize sprite system
NF_InitSpriteBuffers();
NF_InitSpriteSys(0); // Top screen
// Initialize collision map buffers
NF_InitCmapBuffers();
// Load background files from NitroFS
NF_LoadTiledBg("bg/pdemo_bg", "bg3", 256, 256);
// Load sprite files from NitroFS
NF_LoadSpriteGfx("sprite/whiteball", 0, 16, 16);
NF_LoadSpritePal("sprite/whiteball", 0);
// Load collision map files from NitroFS
NF_LoadCollisionBg("maps/pdemo_colmap", 0, 256, 256);
// Create top screen background
NF_CreateTiledBg(0, 3, "bg3");
// Transfer the required sprites to VRAM
NF_VramSpriteGfx(0, 0, 0, true);
NF_VramSpritePal(0, 0, 0);
// Create sprites and set their priority layer
for (int b = 0; b < 3; b ++)
{
NF_CreateSprite(0, b, 0, 0, -16, -16);
NF_SpriteLayer(0, b, 3);
}
// Location of the sprites
s16 x[3] = { 32, 228, 10 };
s16 y[3] = { -16, 32, 100 };
// Coordinates of the sprite that have to be used as collision points
s16 py[16] = {
11, 13, 14, 15, 15, 16, 16, 16, 16, 16, 16, 15, 15, 14, 13, 11
};
while (1)
{
// Clear text console
consoleClear();
bool down = false;
bool left = false;
bool right = false;
// Handle collisions and fall of all balls
for (int b = 0; b < 3; b ++)
{
down = true; // If this remains true, there is no collision
// Check all pixels of the lower half of the ball to see if there is
// a collision.
for (int n = 0; n < 16; n ++)
{
// Blue pixels are index 4
if (NF_GetPoint(0, (x[b] + n), (y[b] + py[n])) == 4)
down = false;
}
// Check for collisions left and right of the ball
right = true;
left = true;
// Falling to the left
if (NF_GetPoint(0, (x[b] - 1), (y[b] + 16)) == 4)
left = false;
// Falling to the right
if (NF_GetPoint(0, (x[b] + 16), (y[b] + 16)) == 4)
right = false;
// On free fall, don't move on the X axis
if (left && right)
{
right = false;
left = false;
}
// Free fall
if (down)
y[b] ++;
// Move right
if (right)
x[b] ++;
// Move left
if (left)
x[b] --;
// If the ball exits the screen from the bottom move it to the top
if (y[b] > 192)
{
x[b] = 32;
y[b] = -16;
}
// Set the sprite position
NF_MoveSprite(0, b, x[b], y[b]);
// Print sprite coordinates
printf("x:%03d y:%03d\n", x[b], y[b]);
}
// Update OAM array
NF_SpriteOamSet(0);
// Wait for the screen refresh
swiWaitForVBlank();
// Update OAM
oamUpdate(&oamMain);
}
return 0;
}