mirror of
https://github.com/knightfox75/nds_nflib.git
synced 2025-06-18 16:55:32 -04:00
164 lines
4.4 KiB
C
164 lines
4.4 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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// "Reveal" effect
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// http://www.nightfoxandco.com
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#include <stdio.h>
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#include <string.h>
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#include <unistd.h>
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#include <time.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. Use mode 0 in the top screen, and
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// mode 5 in the bottom screen.
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NF_Set2D(0, 0);
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NF_Set2D(1, 5);
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// Initialize tiled backgrounds system in the top screen
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NF_InitTiledBgBuffers(); // Initialize storage buffers
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NF_InitTiledBgSys(0);
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// Initialize bitmap backgrounds system in the bottom screen
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NF_Init8bitsBgBuffers(); // Initialize storage buffers
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NF_InitBitmapBgSys(1, 0); // Initialize 8-bit bitmap backgrounds
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NF_Init8bitsBackBuffer(1); // Initialize backbuffer
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NF_Enable8bitsBackBuffer(1); // Enable backbuffer
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// Initialize sprite system in the bottom screen
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NF_InitSpriteBuffers(); // Initialize storage buffers
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NF_InitSpriteSys(1);
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// Load tiled background files from NitroFS
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NF_LoadTiledBg("bg/nfl", "nfl", 256, 256);
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// Load bitmap background files from NitroFS
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NF_Load8bitsBg("bg/img8b_1", 0);
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NF_Load8bitsBg("bg/img8b_2", 1);
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// Load sprite files from NitroFS
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NF_LoadSpriteGfx("spr/bola", 0, 32, 32);
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NF_LoadSpritePal("spr/bola", 0);
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// Create bottom screen background
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NF_CreateTiledBg(0, 3, "nfl");
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// Transfer image to the backbuffer of the top screen
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NF_Copy8bitsBuffer(1, 2, 1);
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// Transfer image to layer 3 of the top screen
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NF_Copy8bitsBuffer(1, 1, 0);
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// Copy backbuffer of the top screen to layer 2
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NF_Flip8bitsBackBuffer(1, 0);
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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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// Set random seed based on the current time
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srand(time(NULL));
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// State of the balls
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s16 bola_x[32];
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s16 bola_y[32];
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s8 bola_spx[32];
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s8 bola_spy[32];
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for (int n = 0; n < 32; n ++)
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{
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bola_x[n] = rand() % 223;
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bola_y[n] = rand() % 159;
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bola_spx[n] = (rand() % 3) + 1;
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bola_spy[n] = (rand() % 3) + 1;
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NF_CreateSprite(1, n, 0, 0, bola_x[n], bola_y[n]);
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NF_SpriteLayer(1, n, 3);
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}
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while (1)
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{
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// Read keys and touchscreen
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scanKeys();
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touchPosition touchscreen;
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touchRead(&touchscreen);
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u16 keys_held = keysHeld();
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u16 keys_down = keysDown();
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// Check if the touch screen is pressed
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if (keys_held & KEY_TOUCH)
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{
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int x = touchscreen.px - 8;
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if (x < 0)
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x = 0;
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if (x > 239)
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x = 239;
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int y = touchscreen.py - 8;
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if (y < 0)
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y = 0;
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if (y > 175)
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y = 175;
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// Draw a 16x16 block around the touchscreen coordinates in the
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// bottom screen.
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for (int dy = 0; dy < 16; dy ++)
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{
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for (int dx = 0; dx < 16; dx ++)
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{
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u16 idx = ((y + dy) << 8) + (x + dx);
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NF_8BITS_BACKBUFFER[1].data[idx] = 0;
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}
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}
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}
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// Press X to reload the top screen image
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if (keys_down & KEY_B)
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NF_Copy8bitsBuffer(1, 2, 1);
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// Copy bottom screen backbuffer to layer 2
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NF_Flip8bitsBackBuffer(1, 0);
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// Move the sprites
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for (int n = 0; n < 32; n ++)
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{
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bola_x[n] += bola_spx[n];
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if ((bola_x[n] < 0) || (bola_x[n] > 223))
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bola_spx[n] *= -1;
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bola_y[n] += bola_spy[n];
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if ((bola_y[n] < 0) || (bola_y[n] > 159))
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bola_spy[n] *= -1;
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NF_MoveSprite(1, n, bola_x[n], bola_y[n]);
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}
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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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}
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return 0;
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}
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