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

175 lines
4.2 KiB
C

// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: NightFox & Co., 2009-2011
//
// Collision map 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 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();
NF_InitSpriteSys(0); // Top screen
NF_InitSpriteSys(1); // Bottom screen
// Initialize text system
NF_InitTextSys(0); // Top screen
// Initialize collision map buffers
NF_InitCmapBuffers();
// Load background files from NitroFS
NF_LoadTiledBg("bg/layer3", "moon", 256, 256);
NF_LoadTiledBg("bg/colmap", "boxes", 768, 512);
// Load sprite files from NitroFS
NF_LoadSpriteGfx("sprite/puntero", 0, 8, 8);
NF_LoadSpritePal("sprite/puntero", 0);
// Load text font files from NitroFS
NF_LoadTextFont("fnt/default", "normal", 256, 256, 0);
// Load collision map files from NitroFS
NF_LoadCollisionMap("maps/cmap", 0, 768, 512);
// Create top screen background
NF_CreateTiledBg(0, 3, "moon");
// Create bottom screen backgrounds
NF_CreateTiledBg(1, 3, "moon");
NF_CreateTiledBg(1, 2, "boxes");
// Create a text layer
NF_CreateTextLayer(0, 2, 0, "normal");
// Transfer the required sprites to VRAM
NF_VramSpriteGfx(1, 0, 0, true);
NF_VramSpritePal(1, 0, 0);
// Create pointer sprite in the bottom screen and set its priority layer
NF_CreateSprite(1, 0, 0, 0, 124, 92);
NF_SpriteLayer(1, 0, 2);
// Movement variables
s16 x = 128;
s16 y = 96;
s16 spr_x = 0;
s16 spr_y = 0;
s16 bg_x = 0;
s16 bg_y = 0;
// Buffer de texto
char mytext[32];
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 ++;
// Limites del movimiento
if (x < 0)
x = 0;
if (x > 767)
x = 767;
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 > 512)
bg_x = 512;
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(1, 0, spr_x, spr_y);
// Print pointer position
sprintf(mytext,"x:%d y:%d ", x, y);
NF_WriteText(0, 2, 1, 1, mytext);
// Print tile number
switch (NF_GetTile(0, x, y))
{
case 0:
sprintf(mytext,"Tile: Vacio / Void ");
break;
case 1:
sprintf(mytext,"Tile: Rojo / Red ");
break;
case 2:
sprintf(mytext,"Tile: Verde / Green ");
break;
case 3:
sprintf(mytext,"Tile: Azul / Blue ");
break;
}
NF_WriteText(0, 2, 1, 3, mytext);
// Update text layers
NF_UpdateTextLayers();
// Update OAM array
NF_SpriteOamSet(1);
// Wait for the screen refresh
swiWaitForVBlank();
// Update OAM
oamUpdate(&oamSub);
// Update background scroll
NF_ScrollBg(1, 2, bg_x, bg_y);
}
return 0;
}