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

155 lines
3.6 KiB
C

// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: NightFox & Co., 2009-2011
//
// Collision background example
// 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/ppc_bg", "bg3", 512, 512);
// Load sprite files from NitroFS
NF_LoadSpriteGfx("sprite/puntero", 0, 8, 8);
NF_LoadSpritePal("sprite/puntero", 0);
// Load collision map files from NitroFS
NF_LoadCollisionBg("maps/ppc_cmap", 0, 512, 512);
// 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 pointer sprite in the bottom screen and set its priority layer
NF_CreateSprite(0, 0, 0, 0, 124, 92);
NF_SpriteLayer(0, 0, 3);
// Movement variables
s16 x = 128;
s16 y = 96;
s16 spr_x = 0;
s16 spr_y = 0;
s16 bg_x = 0;
s16 bg_y = 0;
while (1)
{
scanKeys(); // Read keypad
u16 keys = keysHeld(); // Keys currently pressed
if (keys & KEY_UP)
y --;
if (keys & KEY_DOWN)
y ++;
if (keys & KEY_LEFT)
x --;
if (keys & KEY_RIGHT)
x ++;
// Movement limits
if (x < 0)
x = 0;
if (x > 511)
x = 511;
if (y < 0)
y = 0;
if (y > 511)
y = 511;
// Background position
bg_x = x - 128;
if (bg_x < 0)
bg_x = 0;
if (bg_x > 256)
bg_x = 256;
bg_y = y - 96;
if (bg_y < 0)
bg_y = 0;
if (bg_y > 320)
bg_y = 320;
// Sprite position
spr_x = (x - bg_x) - 4;
spr_y = (y - bg_y) - 4;
NF_MoveSprite(0, 0, spr_x, spr_y);
// Print pointer position
consoleClear();
printf("x:%03d y:%03d \n\n", x, y);
// Print pixel color
u8 pixel = NF_GetPoint(0, x, y);
switch (pixel)
{
case 1:
printf("Tile: Negro / Black");
break;
case 2:
printf("Tile: Rojo / Red");
break;
case 3:
printf("Tile: Verde / Green");
break;
case 4:
printf("Tile: Azul / Blue");
break;
default:
printf("Value: %03d", pixel);
break;
}
// Update OAM array
NF_SpriteOamSet(0);
// Wait for the screen refresh
swiWaitForVBlank();
// Update OAM
oamUpdate(&oamMain);
// Update scroll
NF_ScrollBg(0, 3, bg_x, bg_y);
}
return 0;
}