mirror of
https://github.com/knightfox75/nds_nflib.git
synced 2025-06-18 16:55:32 -04:00
175 lines
4.2 KiB
C
175 lines
4.2 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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// Collision map example.
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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 both screens and use mode 0
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NF_Set2D(0, 0);
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NF_Set2D(1, 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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NF_InitTiledBgSys(1); // Bottom 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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NF_InitSpriteSys(1); // Bottom screen
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// Initialize text system
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NF_InitTextSys(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/layer3", "moon", 256, 256);
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NF_LoadTiledBg("bg/colmap", "boxes", 768, 512);
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// Load sprite files from NitroFS
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NF_LoadSpriteGfx("sprite/puntero", 0, 8, 8);
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NF_LoadSpritePal("sprite/puntero", 0);
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// Load text font files from NitroFS
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NF_LoadTextFont("fnt/default", "normal", 256, 256, 0);
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// Load collision map files from NitroFS
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NF_LoadCollisionMap("maps/cmap", 0, 768, 512);
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// Create top screen background
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NF_CreateTiledBg(0, 3, "moon");
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// Create bottom screen backgrounds
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NF_CreateTiledBg(1, 3, "moon");
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NF_CreateTiledBg(1, 2, "boxes");
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// Create a text layer
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NF_CreateTextLayer(0, 2, 0, "normal");
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// Transfer the required sprites to VRAM
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NF_VramSpriteGfx(1, 0, 0, true);
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NF_VramSpritePal(1, 0, 0);
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// Create pointer sprite in the bottom screen and set its priority layer
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NF_CreateSprite(1, 0, 0, 0, 124, 92);
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NF_SpriteLayer(1, 0, 2);
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// Movement variables
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s16 x = 128;
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s16 y = 96;
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s16 spr_x = 0;
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s16 spr_y = 0;
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s16 bg_x = 0;
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s16 bg_y = 0;
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// Buffer de texto
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char mytext[32];
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while (1)
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{
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scanKeys(); // Read keypad
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u16 keys = keysHeld(); // Keys currently pressed
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if (keys & KEY_UP)
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y --;
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if (keys & KEY_DOWN)
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y ++;
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if (keys & KEY_LEFT)
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x --;
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if (keys & KEY_RIGHT)
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x ++;
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// Limites del movimiento
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if (x < 0)
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x = 0;
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if (x > 767)
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x = 767;
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if (y < 0)
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y = 0;
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if (y > 511)
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y = 511;
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// Background position
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bg_x = x - 128;
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if (bg_x < 0)
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bg_x = 0;
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if (bg_x > 512)
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bg_x = 512;
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bg_y = y - 96;
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if (bg_y < 0)
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bg_y = 0;
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if (bg_y > 320)
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bg_y = 320;
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// Sprite position
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spr_x = (x - bg_x) - 4;
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spr_y = (y - bg_y) - 4;
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NF_MoveSprite(1, 0, spr_x, spr_y);
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// Print pointer position
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sprintf(mytext,"x:%d y:%d ", x, y);
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NF_WriteText(0, 2, 1, 1, mytext);
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// Print tile number
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switch (NF_GetTile(0, x, y))
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{
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case 0:
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sprintf(mytext,"Tile: Vacio / Void ");
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break;
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case 1:
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sprintf(mytext,"Tile: Rojo / Red ");
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break;
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case 2:
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sprintf(mytext,"Tile: Verde / Green ");
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break;
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case 3:
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sprintf(mytext,"Tile: Azul / Blue ");
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break;
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}
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NF_WriteText(0, 2, 1, 3, mytext);
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// Update text layers
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NF_UpdateTextLayers();
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// Update OAM array
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NF_SpriteOamSet(1);
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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(&oamSub);
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// Update background scroll
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NF_ScrollBg(1, 2, bg_x, bg_y);
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}
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return 0;
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}
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