starting doing this :3

This commit is contained in:
pradyun
2023-09-15 01:04:00 +12:00
parent e5e5342a6c
commit 6fc3def7a0
6 changed files with 414 additions and 159 deletions

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#include "Level.hpp"
template <typename T>
Level::Level(T* levelName, char* spritesheetPath, C3D_RenderTarget* top, C3D_RenderTarget* bottom) : level(levelName), top(top), bottom(bottom) {
this->spritesheet = C2D_SpriteSheetLoad(spritesheetPath);
size_t numImages = C2D_SpriteSheetCount(spritesheet);
for (size_t i = 0; i < numImages; i++) {
Sprite* thisSprite = &sprites[i];
float x = SCREEN_WIDTH / 2;
float y = SCREEN_HEIGHT / 2;
C2D_SpriteFromSheet(&thisSprite->spr, spritesheet, i);
C2D_SpriteSetCenter(&thisSprite->spr, 0.5f, 0.5f);
thisSprite->setPosition(x, y);
}
}
void Level::run() {
if (!hasBeenSetup) {
level->setup();
this->hasBeenSetup = true;
}
level->update();
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C2D_TargetClear(top, C3D_CLEAR_COLOR);
C2D_SceneBegin(top);
level->drawTop();
C2D_TargetClear(bottom, C3D_CLEAR_COLOR);
C2D_SceneBegin(bottom);
level->drawBottom();
C3D_FrameEnd(0);
}
void Level::cleanup() {
C2D_SpriteSheetFree(spriteSheet);
}

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/*
Level.hpp
Bakery2D
Created by breadone
*/
#pragma once
#ifndef LEVEL_HPP
#define LEVEL_HPP
#include <citro2d.h>
#include "../Sprite/Sprite.hpp"
#define SCREEN_WIDTH 400
#define SCREEN_HEIGHT 240
#define MAX_SPRITES 768
/**
The Level class, the backdrops for your game, and the gateway to how they are controlled.
Example:
```cpp
struct mainLevel: Level {
mainLevel(): Level(this, "romfs:/gfx/mainlevel/sprites.t3x");
int score = 0;
bool gameOver = false;
void setup() {
// set background sprite to correct location and scale
sprites[0].setPosition(200, 120);
C2D_SpriteSetScale(&sprites[SPR_BG].spr, 2.7778, 2.7907); // scale image to 400x240 (3ds screen res)
}
void update() {
sprites[1].move(0, -0.4); // move bird down
sprites[2].move(-1, 0); // move pipe left
// other game logic goes here...
}
void drawTop() {
sprites[0].draw(); // draw background
sprites[1].draw(); // draw bird
sprites[2].draw(); // draw pipe
}
void drawBottom() {
sprites[3].draw(); // draw scorecard
}
};
```
*/
class Level {
public:
Sprite sprites[MAX_SPRITES];
C2D_SpriteSheet spritesheet;
C3D_RenderTarget* top;
C3D_RenderTarget* bottom;
Level* level;
bool hasBeenSetup = false;
virtual void setup() = 0;
virtual void update() = 0;
virtual void drawTop() = 0;
virtual void drawBottom() = 0;
template <typename T>
Level(T* levelName, char* spritesheetPath, C3D_RenderTarget* top, C3D_RenderTarget* bottom);
// sets up the level if it hasnt been, then updates the logic, and draws the frame
void run();
virtual void cleanup();
};
#endif