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

164 lines
4.4 KiB
C

// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: NightFox & Co., 2009-2011
//
// "Reveal" effect
// http://www.nightfoxandco.com
#include <stdio.h>
#include <string.h>
#include <unistd.h>
#include <time.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. Use mode 0 in the top screen, and
// mode 5 in the bottom screen.
NF_Set2D(0, 0);
NF_Set2D(1, 5);
// Initialize tiled backgrounds system in the top screen
NF_InitTiledBgBuffers(); // Initialize storage buffers
NF_InitTiledBgSys(0);
// Initialize bitmap backgrounds system in the bottom screen
NF_Init8bitsBgBuffers(); // Initialize storage buffers
NF_InitBitmapBgSys(1, 0); // Initialize 8-bit bitmap backgrounds
NF_Init8bitsBackBuffer(1); // Initialize backbuffer
NF_Enable8bitsBackBuffer(1); // Enable backbuffer
// Initialize sprite system in the bottom screen
NF_InitSpriteBuffers(); // Initialize storage buffers
NF_InitSpriteSys(1);
// Load tiled background files from NitroFS
NF_LoadTiledBg("bg/nfl", "nfl", 256, 256);
// Load bitmap background files from NitroFS
NF_Load8bitsBg("bg/img8b_1", 0);
NF_Load8bitsBg("bg/img8b_2", 1);
// Load sprite files from NitroFS
NF_LoadSpriteGfx("spr/bola", 0, 32, 32);
NF_LoadSpritePal("spr/bola", 0);
// Create bottom screen background
NF_CreateTiledBg(0, 3, "nfl");
// Transfer image to the backbuffer of the top screen
NF_Copy8bitsBuffer(1, 2, 1);
// Transfer image to layer 3 of the top screen
NF_Copy8bitsBuffer(1, 1, 0);
// Copy backbuffer of the top screen to layer 2
NF_Flip8bitsBackBuffer(1, 0);
// Transfer the required sprites to VRAM
NF_VramSpriteGfx(1, 0, 0, true);
NF_VramSpritePal(1, 0, 0);
// Set random seed based on the current time
srand(time(NULL));
// State of the balls
s16 bola_x[32];
s16 bola_y[32];
s8 bola_spx[32];
s8 bola_spy[32];
for (int n = 0; n < 32; n ++)
{
bola_x[n] = rand() % 223;
bola_y[n] = rand() % 159;
bola_spx[n] = (rand() % 3) + 1;
bola_spy[n] = (rand() % 3) + 1;
NF_CreateSprite(1, n, 0, 0, bola_x[n], bola_y[n]);
NF_SpriteLayer(1, n, 3);
}
while (1)
{
// Read keys and touchscreen
scanKeys();
touchPosition touchscreen;
touchRead(&touchscreen);
u16 keys_held = keysHeld();
u16 keys_down = keysDown();
// Check if the touch screen is pressed
if (keys_held & KEY_TOUCH)
{
int x = touchscreen.px - 8;
if (x < 0)
x = 0;
if (x > 239)
x = 239;
int y = touchscreen.py - 8;
if (y < 0)
y = 0;
if (y > 175)
y = 175;
// Draw a 16x16 block around the touchscreen coordinates in the
// bottom screen.
for (int dy = 0; dy < 16; dy ++)
{
for (int dx = 0; dx < 16; dx ++)
{
u16 idx = ((y + dy) << 8) + (x + dx);
NF_8BITS_BACKBUFFER[1].data[idx] = 0;
}
}
}
// Press X to reload the top screen image
if (keys_down & KEY_B)
NF_Copy8bitsBuffer(1, 2, 1);
// Copy bottom screen backbuffer to layer 2
NF_Flip8bitsBackBuffer(1, 0);
// Move the sprites
for (int n = 0; n < 32; n ++)
{
bola_x[n] += bola_spx[n];
if ((bola_x[n] < 0) || (bola_x[n] > 223))
bola_spx[n] *= -1;
bola_y[n] += bola_spy[n];
if ((bola_y[n] < 0) || (bola_y[n] > 159))
bola_spy[n] *= -1;
NF_MoveSprite(1, n, bola_x[n], bola_y[n]);
}
// Update OAM array
NF_SpriteOamSet(1);
// Wait for the screen refresh
swiWaitForVBlank();
// Update OAM
oamUpdate(&oamSub);
}
return 0;
}