gaming and working
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romfs/gfx/sprites.t3x
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BIN
romfs/gfx/sprites.t3x
Normal file
Binary file not shown.
@ -17,7 +17,7 @@
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typedef struct
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typedef struct
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{
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{
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C2D_Sprite spr;
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C2D_Sprite spr;
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float dx, dy; // velocity
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float x, y; // pos
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} Sprite;
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} Sprite;
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// init spritesheet
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// init spritesheet
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@ -27,22 +27,44 @@ static Sprite sprites[MAX_SPRITES];
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//---------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------
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static void initSprites() {
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static void initSprites() {
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//---------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------
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size_t numImages = C2D_SpriteSheetCount(spriteSheet);
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// size_t numImages = C2D_SpriteSheetCount(spriteSheet);
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srand(time(NULL));
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// srand(time(NULL));
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for (size_t i = 0; i < MAX_SPRITES; i++)
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// for (size_t i = 0; i < MAX_SPRITES; i++)
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{
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// {
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Sprite* thisSprite = &sprites[i];
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// Sprite* thisSprite = &sprites[i];
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// Random image, position, rotation and speed
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// // Random image, position, rotation and speed
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// C2D_SpriteFromSheet(*Sprite, C2D_SpriteSheet, int);
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// // C2D_SpriteFromSheet(*Sprite, C2D_SpriteSheet, int);
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C2D_SpriteFromSheet(&thisSprite->spr, spriteSheet, i);
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// C2D_SpriteFromSheet(&thisSprite->spr, spriteSheet, i);
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// C2D_SpriteSetCenter(&thisSprite->spr, 0.5f, 0.5f);
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// C2D_SpriteSetPos(&thisSprite->spr, rand() % SCREEN_WIDTH, rand() % SCREEN_HEIGHT);
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// // C2D_SpriteSetRotation(&sprite->spr, C3D_Angle(rand()/(float)RAND_MAX));
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// thisSprite->dx = rand()*4.0f/RAND_MAX - 2.0f;
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// thisSprite->dy = rand()*4.0f/RAND_MAX - 2.0f;
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// }
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// for (size_t i = 0; i < MAX_SPRITES; i++) {
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// Sprite* thisSprite = &sprites[i];
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// float x = rand() % SCREEN_WIDTH;
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// float y = rand() % SCREEN_HEIGHT;
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// C2D_SpriteFromSheet(&thisSprite->spr, spriteSheet, i);
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// C2D_SpriteSetCenter(&thisSprite->spr, 0.5f, 0.5f);
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// C2D_SpriteSetPos(&thisSprite->spr, x, y);
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// thisSprite->x = x;
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// thisSprite->y = y;
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// }
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Sprite* thisSprite = &sprites[0];
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float x = rand() % SCREEN_WIDTH;
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float y = rand() % SCREEN_HEIGHT;
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C2D_SpriteFromSheet(&thisSprite->spr, spriteSheet, 0);
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C2D_SpriteSetCenter(&thisSprite->spr, 0.5f, 0.5f);
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C2D_SpriteSetCenter(&thisSprite->spr, 0.5f, 0.5f);
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C2D_SpriteSetPos(&thisSprite->spr, rand() % SCREEN_WIDTH, rand() % SCREEN_HEIGHT);
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C2D_SpriteSetPos(&thisSprite->spr, x, y);
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// C2D_SpriteSetRotation(&sprite->spr, C3D_Angle(rand()/(float)RAND_MAX));
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thisSprite->x = x;
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thisSprite->dx = rand()*4.0f/RAND_MAX - 2.0f;
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thisSprite->y = y;
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thisSprite->dy = rand()*4.0f/RAND_MAX - 2.0f;
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}
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}
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}
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@ -55,15 +77,18 @@ int main(int argc, char* argv[]) {
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C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
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C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
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C2D_Init(C2D_DEFAULT_MAX_OBJECTS);
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C2D_Init(C2D_DEFAULT_MAX_OBJECTS);
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C2D_Prepare();
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C2D_Prepare();
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// consoleInit(GFX_BOTTOM, NULL);
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consoleInit(GFX_BOTTOM, NULL);
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// Create screens
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// Create screens
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C3D_RenderTarget* top = C2D_CreateScreenTarget(GFX_TOP, GFX_LEFT);
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C3D_RenderTarget* top = C2D_CreateScreenTarget(GFX_TOP, GFX_LEFT);
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C3D_RenderTarget* bottom = C2D_CreateScreenTarget(GFX_BOTTOM, GFX_LEFT);
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// C3D_RenderTarget* bottom = C2D_CreateScreenTarget(GFX_BOTTOM, GFX_LEFT);
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// Load graphics
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// Load graphics
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spriteSheet = C2D_SpriteSheetLoad("romfs:/gfx/sprites.t3x");
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spriteSheet = C2D_SpriteSheetLoad("romfs:/gfx/sprites.t3x");
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if (!spriteSheet) svcBreak(USERBREAK_PANIC);
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if (!spriteSheet) {
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printf("No");
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// svcBreak(USERBREAK_PANIC);
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}
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// Initialize sprites
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// Initialize sprites
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initSprites();
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initSprites();
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@ -82,7 +107,7 @@ int main(int argc, char* argv[]) {
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// Render the scene
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// Render the scene
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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C2D_TargetClear(top, C2D_Color32f(0.0f, 0.0f, 0.0f, 1.0f));
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C2D_TargetClear(top, C2D_Color32f(0.2352941176f, 0.8392156863f, 0.8392156863f, 1.0f));
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C2D_SceneBegin(top);
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C2D_SceneBegin(top);
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C2D_DrawSprite(&sprites[0].spr);
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C2D_DrawSprite(&sprites[0].spr);
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