starting doing this :3
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39
source/Bakery2D/Level/Level.cpp
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39
source/Bakery2D/Level/Level.cpp
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@ -0,0 +1,39 @@
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#include "Level.hpp"
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template <typename T>
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Level::Level(T* levelName, char* spritesheetPath, C3D_RenderTarget* top, C3D_RenderTarget* bottom) : level(levelName), top(top), bottom(bottom) {
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this->spritesheet = C2D_SpriteSheetLoad(spritesheetPath);
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size_t numImages = C2D_SpriteSheetCount(spritesheet);
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for (size_t i = 0; i < numImages; i++) {
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Sprite* thisSprite = &sprites[i];
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float x = SCREEN_WIDTH / 2;
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float y = SCREEN_HEIGHT / 2;
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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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thisSprite->setPosition(x, y);
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}
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}
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void Level::run() {
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if (!hasBeenSetup) {
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level->setup();
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this->hasBeenSetup = true;
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}
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level->update();
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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C2D_TargetClear(top, C3D_CLEAR_COLOR);
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C2D_SceneBegin(top);
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level->drawTop();
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C2D_TargetClear(bottom, C3D_CLEAR_COLOR);
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C2D_SceneBegin(bottom);
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level->drawBottom();
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C3D_FrameEnd(0);
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}
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void Level::cleanup() {
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C2D_SpriteSheetFree(spriteSheet);
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}
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75
source/Bakery2D/Level/Level.hpp
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75
source/Bakery2D/Level/Level.hpp
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@ -0,0 +1,75 @@
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/*
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Level.hpp
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Bakery2D
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Created by breadone
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*/
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#pragma once
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#ifndef LEVEL_HPP
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#define LEVEL_HPP
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#include <citro2d.h>
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#include "../Sprite/Sprite.hpp"
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#define SCREEN_WIDTH 400
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#define SCREEN_HEIGHT 240
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#define MAX_SPRITES 768
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/**
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The Level class, the backdrops for your game, and the gateway to how they are controlled.
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Example:
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```cpp
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struct mainLevel: Level {
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mainLevel(): Level(this, "romfs:/gfx/mainlevel/sprites.t3x");
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int score = 0;
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bool gameOver = false;
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void setup() {
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// set background sprite to correct location and scale
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sprites[0].setPosition(200, 120);
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C2D_SpriteSetScale(&sprites[SPR_BG].spr, 2.7778, 2.7907); // scale image to 400x240 (3ds screen res)
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}
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void update() {
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sprites[1].move(0, -0.4); // move bird down
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sprites[2].move(-1, 0); // move pipe left
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// other game logic goes here...
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}
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void drawTop() {
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sprites[0].draw(); // draw background
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sprites[1].draw(); // draw bird
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sprites[2].draw(); // draw pipe
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}
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void drawBottom() {
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sprites[3].draw(); // draw scorecard
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}
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};
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```
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*/
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class Level {
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public:
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Sprite sprites[MAX_SPRITES];
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C2D_SpriteSheet spritesheet;
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C3D_RenderTarget* top;
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C3D_RenderTarget* bottom;
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Level* level;
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bool hasBeenSetup = false;
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virtual void setup() = 0;
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virtual void update() = 0;
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virtual void drawTop() = 0;
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virtual void drawBottom() = 0;
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template <typename T>
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Level(T* levelName, char* spritesheetPath, C3D_RenderTarget* top, C3D_RenderTarget* bottom);
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// sets up the level if it hasnt been, then updates the logic, and draws the frame
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void run();
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virtual void cleanup();
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};
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#endif
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106
source/Bakery2D/Sprite/Sprite.cpp
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106
source/Bakery2D/Sprite/Sprite.cpp
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#include "Sprite.hpp"
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Sprite::Sprite() {
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// C2D_SpriteSetCenter(&this->spr, 0.5f, 0.5f);
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// C2D_SpriteSetPos(&this->spr, 400/2, 240/2);
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this->x = 200; this->y = 120;
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}
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Sprite::Sprite(C2D_Sprite* spr, float x, float y) {
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this->x = x; this->y = y; this->spr = *spr;
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C2D_SpriteSetCenter(&this->spr, 0.5f, 0.5f);
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C2D_SpriteSetPos(&this->spr, x, y);
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}
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void Sprite::setPosition(float x, float y) {
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this->x = x;
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this->y = y;
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C2D_SpriteSetPos(&this->spr, x, y);
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}
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void Sprite::move(float dx, float dy, bool overrideOOB) {
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if (!overrideOOB) {
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// make sure translate doesnt move to OOB
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const float newX = this->x + dx;
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const float newY = this->y + dy;
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if (!((unsigned)(newX-1) <= 398 && (unsigned)(newY-1) <= 238)) {
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return;
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}
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}
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this->x += dx;
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this->y += dy;
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C2D_SpriteSetPos(&this->spr, this->x, this->y);
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}
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void Sprite::setCenter(float x, float y) {
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this->center[0] = x; this->center[1] = y;
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C2D_SpriteSetCenter(&this->spr, x, y);
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}
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void Sprite::setHitbox(float w, float h) {
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this->width = w; this->height = h;
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}
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bool Sprite::isCollidingWith(Sprite &other) {
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// hitbox not set
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if (this->width == 0 && this->height == 0) return false;
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const float thisHalfWidth = this->width/2;
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const float otherHalfWidth = other.width/2;
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const float thisHalfHeight = this->height/2;
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const float otherHalfHeight = other.height/2;
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// check x collision
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if (this->x + thisHalfWidth >= other.x - otherHalfWidth ||
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this->x - thisHalfWidth <= other.x + otherHalfWidth
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) {
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return true;
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}
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// check y collision
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if (this->y + thisHalfHeight >= other.y - otherHalfHeight ||
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this->y - thisHalfHeight <= other.y + otherHalfHeight
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) {
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return true;
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}
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return false;
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}
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float* Sprite::getCenter() {
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return this->center;
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}
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void Sprite::draw() {
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C2D_DrawSprite(&this->spr);
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}
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float Sprite::getPosX() {
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return this->x;
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}
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float Sprite::getPosY() {
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return this->y;
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}
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C2D_Sprite* Sprite::getSpr() {
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return &this->spr;
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}
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void Sprite::setSpr(C2D_Sprite* newSpr) {
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this->spr = *newSpr;
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}
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void Sprite::copy(Sprite* other) {
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memcpy(&other->x, &this->x, sizeof(this->x));
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memcpy(&other->y, &this->y, sizeof(this->y));
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memcpy(&other->width, &this->width, sizeof(this->width));
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memcpy(&other->height, &this->height, sizeof(this->height));
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memcpy(other->center, this->center, sizeof(this->center));
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memcpy(&other->spr, &this->spr, sizeof(this->spr));
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}
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46
source/Bakery2D/Sprite/Sprite.hpp
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46
source/Bakery2D/Sprite/Sprite.hpp
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#pragma once
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#ifndef SPRITE_H
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#define SPRITE_H
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#include <citro2d.h>
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class Sprite {
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public:
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Sprite();
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Sprite(C2D_Sprite* spr, float x, float y);
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void setPosition(float x, float y);
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void move(float dx, float dy, bool overrideOOB=false);
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void setCenter(float x, float y);
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void setHitbox(float width, float height);
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bool isCollidingWith(Sprite &other);
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void draw();
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float getPosX();
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float getPosY();
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float* getCenter();
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C2D_Sprite* getSpr();
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void setSpr(C2D_Sprite* newSpr);
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void copy(Sprite* other);
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C2D_Sprite spr;
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private:
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float x, y;
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float width, height; // for hitbox
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float center[2];
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};
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#endif
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source/main.cpp
165
source/main.cpp
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#include "Sprite.hpp"
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#include "SpriteList.h"
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#define MAX_SPRITES 768
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#define SCREEN_WIDTH 400
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#define SCREEN_HEIGHT 240
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#define NUM_PIPES 5
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// init spritesheet
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static C2D_SpriteSheet spriteSheet;
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Sprite sprites[MAX_SPRITES];
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Sprite pipes[NUM_PIPES];
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static void initSprites() {
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srand(time(NULL));
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size_t numImages = C2D_SpriteSheetCount(spriteSheet);
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for (size_t i = 0; i < numImages; i++) {
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Sprite* thisSprite = &sprites[i];
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float x = SCREEN_WIDTH / 2;
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float y = SCREEN_HEIGHT / 2;
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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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thisSprite->setPosition(x, y);
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}
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// set bird consts
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sprites[SPR_BIRD].setPosition(SCREEN_WIDTH / 4, SCREEN_HEIGHT / 3);
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sprites[SPR_BIRD].setHitbox(17, 12);
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// set bottom screen scorecard
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sprites[SPR_SCORECARD].setCenter(0.0, 0.0);
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sprites[SPR_SCORECARD].setPosition(2, 40);
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sprites[SPR_PIPETOP].setPosition(280, 3);
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sprites[SPR_PIPEBOTTOM].setPosition(280, 280);
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// if theres a better way to do this,,, i dont know it
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for (int i = 0; i < NUM_PIPES; i++) {
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memcpy(&pipes[i], &sprites[SPR_BOTHPIPES], sizeof(sprites[SPR_BOTHPIPES]));
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pipes[i].setCenter(0.5f, 0.5f);
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pipes[i].setPosition(SCREEN_WIDTH + 40 + i * (100), (rand() % 150) + 50);
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pipes[i].setHitbox(26, 403);
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}
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}
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void introScene();
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void gameScene();
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void gameOverScene();
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// void (*currentScene)(C3D_RenderTarget*, C3D_RenderTarget*) = &gameScene;
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#include "scenes/MainLevel.cpp"
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int main(int argc, char* argv[]) {
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@ -75,120 +24,20 @@ int main(int argc, char* argv[]) {
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C2D_Prepare();
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// consoleInit(GFX_BOTTOM, NULL);
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// Create screens
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// Create screens and level
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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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Level* level;
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// Load fonts and text
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C2D_TextBuf g_staticBuf;
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C2D_Text scoreText;
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C2D_Font font;
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g_staticBuf = C2D_TextBufNew(4096);
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font = C2D_FontLoad("romfs:/gfx/fbfont.bcfnt");
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C2D_TextFontParse(&scoreText, font, g_staticBuf, "0");
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C2D_TextOptimize(&scoreText);
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// Load graphics
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spriteSheet = C2D_SpriteSheetLoad("romfs:/gfx/sprites.t3x");
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if (!spriteSheet) {
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svcBreak(USERBREAK_PANIC);
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}
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// Initialize sprites
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initSprites();
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// init gravity calc vars
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float a = 0.4; // acceleration
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float v = 0; // velocity
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float pipeSpeed = -1;
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// set bg properties
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sprites[SPR_BG].setPosition(200, 120);
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C2D_SpriteSetScale(&sprites[SPR_BG].spr, 2.7778, 2.7907); // scale image to 400x240 (3ds screen res)
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size_t score = 0;
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bool gameOver = false;
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MainLevel* game = new MainLevel(top, bottom);
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level = game;
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// Main loop
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while (aptMainLoop()) {
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hidScanInput();
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// Respond to user input
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u32 kDown = hidKeysDown();
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if (kDown & KEY_START)
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break; // break in order to return to hbmenu
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// gravity calcs
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v += a;
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sprites[SPR_BIRD].move(0, v);
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C2D_SpriteSetRotationDegrees(&sprites[SPR_BIRD].spr, v*9.8);
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if (!gameOver && (kDown & KEY_A)) {
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v = -5.5;
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sprites[SPR_BIRD].move(0, v, true);
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level->run();
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}
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// bird hitting ground is game over
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if (sprites[SPR_BIRD].getPosY() == SCREEN_HEIGHT) {
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gameOver = true;
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}
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if (!gameOver) {
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for (int i = 0; i < NUM_PIPES; i++) {
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pipes[i].move(pipeSpeed, 0, true);
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// collision detection
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if (pipes[i].isCollidingWith(sprites[SPR_BIRD])) {
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gameOver = true;
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break;
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}
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// inc score
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if (pipes[i].getPosX() == sprites[SPR_BIRD].getPosX())
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score++;
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// send pipes back to front of screen
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if (pipes[i].getPosX() < -(SCREEN_WIDTH/NUM_PIPES)) {
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pipes[i].setPosition(SCREEN_WIDTH, (rand() % 150) + 50);
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}
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}
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}
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// make score text
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char scoreString[(((sizeof score) * CHAR_BIT) + 2)/3 + 2];
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sprintf(scoreString, "%d", score);
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C2D_TextFontParse(&scoreText, font, g_staticBuf, scoreString);
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C2D_TextOptimize(&scoreText);
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// Render the scene
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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C2D_TargetClear(top, C3D_CLEAR_COLOR);
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C2D_SceneBegin(top);
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sprites[SPR_BG].draw();
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sprites[SPR_BIRD].draw();
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for (int i = 0; i < NUM_PIPES; i++) {
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pipes[i].draw();
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}
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C2D_TargetClear(bottom, C2D_Color32f(0.3294f, 0.7529f, 0.7882f, 1.0f));
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C2D_SceneBegin(bottom);
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sprites[SPR_SCORECARD].draw();
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C2D_DrawText(&scoreText, 0, 240, 88, 0.0f, 0.9f, 0.9f);
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C3D_FrameEnd(0);
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}
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// Delete graphics
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C2D_SpriteSheetFree(spriteSheet);
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C2D_TextBufDelete(g_staticBuf);
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C2D_FontFree(font);
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level->cleanup();
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// Deinit libs
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C2D_Fini();
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140
source/scenes/MainLevel.cpp
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140
source/scenes/MainLevel.cpp
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#include "../Bakery2D/Level/Level.hpp"
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#define SPRITES_H
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#define SPR_BIRD 0
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#define SPR_BG 1
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#define SPR_FLOOR 2
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#define SPR_LOGO 3
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#define SPR_PIPEBOTTOM 4
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#define SPR_PIPETOP 5
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#define SPR_SCORECARD 6
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#define SPR_BOTHPIPES 7
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#define NUM_PIPES 5
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struct MainLevel: Level {
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float a = 0.4; // acceleration
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float v = 0; // velocity
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float pipeSpeed = -1;
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Sprite pipes[NUM_PIPES];
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int score = 0;
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bool gameOver = false;
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C2D_TextBuf g_staticBuf;
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C2D_Text scoreText;
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C2D_Font font;
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MainLevel(C3D_RenderTarget* top, C3D_RenderTarget* bottom): Level(this, "romfs:/gfx/sprites.t3x", top, bottom) {}
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void setup() {
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//* SPRITE INIT *//
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// set bird consts
|
||||
sprites[SPR_BIRD].setPosition(SCREEN_WIDTH / 4, SCREEN_HEIGHT / 3);
|
||||
sprites[SPR_BIRD].setHitbox(17, 12);
|
||||
|
||||
// set bottom screen scorecard
|
||||
sprites[SPR_SCORECARD].setCenter(0.0, 0.0);
|
||||
|
||||
sprites[SPR_SCORECARD].setPosition(2, 40);
|
||||
|
||||
sprites[SPR_PIPETOP].setPosition(280, 3);
|
||||
sprites[SPR_PIPEBOTTOM].setPosition(280, 280);
|
||||
|
||||
// set bg properties
|
||||
sprites[SPR_BG].setPosition(200, 120);
|
||||
C2D_SpriteSetScale(&sprites[SPR_BG].spr, 2.7778, 2.7907); // scale image to 400x240 (3ds screen res)
|
||||
|
||||
// if theres a better way to do this,,, i dont know it
|
||||
for (int i = 0; i < NUM_PIPES; i++) {
|
||||
memcpy(&pipes[i], &sprites[SPR_BOTHPIPES], sizeof(sprites[SPR_BOTHPIPES]));
|
||||
pipes[i].setCenter(0.5f, 0.5f);
|
||||
pipes[i].setPosition(SCREEN_WIDTH + 40 + i * (100), (rand() % 150) + 50);
|
||||
pipes[i].setHitbox(26, 403);
|
||||
}
|
||||
|
||||
//* FONT INIT *//
|
||||
// Load fonts and text
|
||||
g_staticBuf = C2D_TextBufNew(4096);
|
||||
font = C2D_FontLoad("romfs:/gfx/fbfont.bcfnt");
|
||||
C2D_TextFontParse(&scoreText, font, g_staticBuf, "0");
|
||||
C2D_TextOptimize(&scoreText);
|
||||
}
|
||||
|
||||
void update() {
|
||||
hidScanInput();
|
||||
|
||||
// Respond to user input
|
||||
u32 kDown = hidKeysDown();
|
||||
if (kDown & KEY_START)
|
||||
svcBreak(USERBREAK_USER); // break in order to return to hbmenu
|
||||
|
||||
|
||||
// gravity calcs
|
||||
v += a;
|
||||
sprites[SPR_BIRD].move(0, v);
|
||||
C2D_SpriteSetRotationDegrees(&sprites[SPR_BIRD].spr, v*9.8);
|
||||
|
||||
if (!gameOver && (kDown & KEY_A)) {
|
||||
v = -5.5;
|
||||
sprites[SPR_BIRD].move(0, v, true);
|
||||
}
|
||||
|
||||
// bird hitting ground is game over
|
||||
if (sprites[SPR_BIRD].getPosY() == SCREEN_HEIGHT) {
|
||||
gameOver = true;
|
||||
}
|
||||
|
||||
if (!gameOver) {
|
||||
for (int i = 0; i < NUM_PIPES; i++) {
|
||||
pipes[i].move(pipeSpeed, 0, true);
|
||||
|
||||
// collision detection
|
||||
if (pipes[i].isCollidingWith(sprites[SPR_BIRD])) {
|
||||
gameOver = true;
|
||||
break;
|
||||
}
|
||||
|
||||
// inc score
|
||||
if (pipes[i].getPosX() == sprites[SPR_BIRD].getPosX())
|
||||
score++;
|
||||
|
||||
// send pipes back to front of screen
|
||||
if (pipes[i].getPosX() < -(SCREEN_WIDTH/NUM_PIPES)) {
|
||||
pipes[i].setPosition(SCREEN_WIDTH, (rand() % 150) + 50);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// make score text
|
||||
char scoreString[(((sizeof score) * CHAR_BIT) + 2)/3 + 2];
|
||||
sprintf(scoreString, "%d", score);
|
||||
C2D_TextFontParse(&scoreText, font, g_staticBuf, scoreString);
|
||||
C2D_TextOptimize(&scoreText);
|
||||
}
|
||||
|
||||
void drawTop() {
|
||||
sprites[SPR_BG].draw();
|
||||
sprites[SPR_BIRD].draw();
|
||||
|
||||
for (int i = 0; i < NUM_PIPES; i++) {
|
||||
pipes[i].draw();
|
||||
}
|
||||
}
|
||||
|
||||
void drawBottom() {
|
||||
sprites[SPR_SCORECARD].draw();
|
||||
C2D_DrawText(&scoreText, 0, 240, 88, 0.0f, 0.9f, 0.9f);
|
||||
}
|
||||
|
||||
void cleanup() override {
|
||||
C2D_SpriteSheetFree(spritesheet);
|
||||
C2D_TextBufDelete(g_staticBuf);
|
||||
C2D_FontFree(font);
|
||||
}
|
||||
|
||||
};
|
Loading…
x
Reference in New Issue
Block a user