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https://github.com/knightfox75/nds_nflib.git
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157 lines
3.9 KiB
C
157 lines
3.9 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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// Example of per-pixel collisions.
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// http://www.nightfoxandco.com
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#include <stdio.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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int main(int argc, char **argv)
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{
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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 2D engine in the top screen and use mode 0
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NF_Set2D(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 sprite system
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NF_InitSpriteBuffers();
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NF_InitSpriteSys(0); // Top screen
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// Initialize collision map buffers
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NF_InitCmapBuffers();
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// Load background files from NitroFS
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NF_LoadTiledBg("bg/pdemo_bg", "bg3", 256, 256);
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// Load sprite files from NitroFS
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NF_LoadSpriteGfx("sprite/whiteball", 0, 16, 16);
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NF_LoadSpritePal("sprite/whiteball", 0);
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// Load collision map files from NitroFS
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NF_LoadCollisionBg("maps/pdemo_colmap", 0, 256, 256);
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// Create top screen background
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NF_CreateTiledBg(0, 3, "bg3");
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// Transfer the required sprites to VRAM
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NF_VramSpriteGfx(0, 0, 0, true);
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NF_VramSpritePal(0, 0, 0);
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// Create sprites and set their priority layer
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for (int b = 0; b < 3; b ++)
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{
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NF_CreateSprite(0, b, 0, 0, -16, -16);
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NF_SpriteLayer(0, b, 3);
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}
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// Location of the sprites
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s16 x[3] = { 32, 228, 10 };
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s16 y[3] = { -16, 32, 100 };
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// Coordinates of the sprite that have to be used as collision points
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s16 py[16] = {
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11, 13, 14, 15, 15, 16, 16, 16, 16, 16, 16, 15, 15, 14, 13, 11
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};
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while (1)
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{
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// Clear text console
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consoleClear();
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bool down = false;
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bool left = false;
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bool right = false;
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// Handle collisions and fall of all balls
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for (int b = 0; b < 3; b ++)
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{
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down = true; // If this remains true, there is no collision
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// Check all pixels of the lower half of the ball to see if there is
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// a collision.
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for (int n = 0; n < 16; n ++)
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{
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// Blue pixels are index 4
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if (NF_GetPoint(0, (x[b] + n), (y[b] + py[n])) == 4)
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down = false;
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}
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// Check for collisions left and right of the ball
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right = true;
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left = true;
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// Falling to the left
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if (NF_GetPoint(0, (x[b] - 1), (y[b] + 16)) == 4)
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left = false;
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// Falling to the right
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if (NF_GetPoint(0, (x[b] + 16), (y[b] + 16)) == 4)
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right = false;
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// On free fall, don't move on the X axis
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if (left && right)
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{
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right = false;
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left = false;
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}
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// Free fall
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if (down)
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y[b] ++;
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// Move right
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if (right)
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x[b] ++;
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// Move left
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if (left)
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x[b] --;
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// If the ball exits the screen from the bottom move it to the top
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if (y[b] > 192)
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{
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x[b] = 32;
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y[b] = -16;
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}
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// Set the sprite position
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NF_MoveSprite(0, b, x[b], y[b]);
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// Print sprite coordinates
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printf("x:%03d y:%03d\n", x[b], y[b]);
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}
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// Update OAM array
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NF_SpriteOamSet(0);
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// Wait for the screen refresh
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swiWaitForVBlank();
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// Update OAM
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oamUpdate(&oamMain);
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}
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return 0;
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}
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