gonna start rewriting things

This commit is contained in:
pradyun 2023-03-06 21:06:06 +13:00
parent 4e04b23c2b
commit 7a80f21a96
3 changed files with 25 additions and 49 deletions

5
.gitignore vendored Normal file
View File

@ -0,0 +1,5 @@
*.3dsx
*.smdh
*.elf
build

2
gfx/sprites.t3s Normal file
View File

@ -0,0 +1,2 @@
--atlas -f rgba8888 -z auto
bird.png

View File

@ -20,9 +20,9 @@ typedef struct
float dx, dy; // velocity
} Sprite;
// init spritesheet
static C2D_SpriteSheet spriteSheet;
static Sprite sprites[MAX_SPRITES];
static size_t numSprites = MAX_SPRITES/2;
//---------------------------------------------------------------------------------
static void initSprites() {
@ -31,52 +31,35 @@ static void initSprites() {
srand(time(NULL));
for (size_t i = 0; i < MAX_SPRITES; i++)
{
Sprite* sprite = &sprites[i];
{
Sprite* thisSprite = &sprites[i];
// Random image, position, rotation and speed
C2D_SpriteFromSheet(&sprite->spr, spriteSheet, rand() % numImages);
C2D_SpriteSetCenter(&sprite->spr, 0.5f, 0.5f);
C2D_SpriteSetPos(&sprite->spr, rand() % SCREEN_WIDTH, rand() % SCREEN_HEIGHT);
C2D_SpriteSetRotation(&sprite->spr, C3D_Angle(rand()/(float)RAND_MAX));
sprite->dx = rand()*4.0f/RAND_MAX - 2.0f;
sprite->dy = rand()*4.0f/RAND_MAX - 2.0f;
// C2D_SpriteFromSheet(*Sprite, C2D_SpriteSheet, int);
C2D_SpriteFromSheet(&thisSprite->spr, spriteSheet, i);
C2D_SpriteSetCenter(&thisSprite->spr, 0.5f, 0.5f);
C2D_SpriteSetPos(&thisSprite->spr, rand() % SCREEN_WIDTH, rand() % SCREEN_HEIGHT);
// C2D_SpriteSetRotation(&sprite->spr, C3D_Angle(rand()/(float)RAND_MAX));
thisSprite->dx = rand()*4.0f/RAND_MAX - 2.0f;
thisSprite->dy = rand()*4.0f/RAND_MAX - 2.0f;
}
}
//---------------------------------------------------------------------------------
static void moveSprites() {
//---------------------------------------------------------------------------------
for (size_t i = 0; i < numSprites; i++)
{
Sprite* sprite = &sprites[i];
C2D_SpriteMove(&sprite->spr, sprite->dx, sprite->dy);
C2D_SpriteRotateDegrees(&sprite->spr, 1.0f);
// Check for collision with the screen boundaries
if ((sprite->spr.params.pos.x < sprite->spr.params.pos.w / 2.0f && sprite->dx < 0.0f) ||
(sprite->spr.params.pos.x > (SCREEN_WIDTH-(sprite->spr.params.pos.w / 2.0f)) && sprite->dx > 0.0f))
sprite->dx = -sprite->dx;
if ((sprite->spr.params.pos.y < sprite->spr.params.pos.h / 2.0f && sprite->dy < 0.0f) ||
(sprite->spr.params.pos.y > (SCREEN_HEIGHT-(sprite->spr.params.pos.h / 2.0f)) && sprite->dy > 0.0f))
sprite->dy = -sprite->dy;
}
}
//---------------------------------------------------------------------------------
int main(int argc, char* argv[]) {
//---------------------------------------------------------------------------------
// Init libs
romfsInit();
gfxInitDefault();
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
C2D_Init(C2D_DEFAULT_MAX_OBJECTS);
C2D_Prepare();
consoleInit(GFX_BOTTOM, NULL);
// consoleInit(GFX_BOTTOM, NULL);
// Create screens
C3D_RenderTarget* top = C2D_CreateScreenTarget(GFX_TOP, GFX_LEFT);
C3D_RenderTarget* bottom = C2D_CreateScreenTarget(GFX_BOTTOM, GFX_LEFT);
// Load graphics
spriteSheet = C2D_SpriteSheetLoad("romfs:/gfx/sprites.t3x");
@ -85,8 +68,6 @@ int main(int argc, char* argv[]) {
// Initialize sprites
initSprites();
printf("\x1b[8;1HPress Up to increment sprites");
printf("\x1b[9;1HPress Down to decrement sprites");
// Main loop
while (aptMainLoop())
@ -97,26 +78,14 @@ int main(int argc, char* argv[]) {
u32 kDown = hidKeysDown();
if (kDown & KEY_START)
break; // break in order to return to hbmenu
u32 kHeld = hidKeysHeld();
if ((kHeld & KEY_UP) && numSprites < MAX_SPRITES)
numSprites++;
if ((kHeld & KEY_DOWN) && numSprites > 1)
numSprites--;
moveSprites();
printf("\x1b[1;1HSprites: %zu/%u\x1b[K", numSprites, MAX_SPRITES);
printf("\x1b[2;1HCPU: %6.2f%%\x1b[K", C3D_GetProcessingTime()*6.0f);
printf("\x1b[3;1HGPU: %6.2f%%\x1b[K", C3D_GetDrawingTime()*6.0f);
printf("\x1b[4;1HCmdBuf: %6.2f%%\x1b[K", C3D_GetCmdBufUsage()*100.0f);
// Render the scene
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C2D_TargetClear(top, C2D_Color32f(0.0f, 0.0f, 0.0f, 1.0f));
C2D_SceneBegin(top);
for (size_t i = 0; i < numSprites; i ++)
C2D_DrawSprite(&sprites[i].spr);
C2D_DrawSprite(&sprites[0].spr);
C3D_FrameEnd(0);
}