real
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c81f6a200a
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@ -10,7 +10,6 @@ big6.png
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big7.png
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big8.png
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big9.png
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big10.png
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bg.png
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floor.png
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logo.png
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Binary file not shown.
108
source/main.c
108
source/main.c
@ -84,74 +84,68 @@ void moveSprite(Sprite *spr, s16 dx, s16 dy) {
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int main(int argc, char* argv[]) {
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// Init libs
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romfsInit();
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gfxInitDefault();
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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_Prepare();
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consoleInit(GFX_BOTTOM, NULL);
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// Init libs
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romfsInit();
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gfxInitDefault();
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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_Prepare();
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consoleInit(GFX_BOTTOM, NULL);
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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* bottom = C2D_CreateScreenTarget(GFX_BOTTOM, GFX_LEFT);
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// Create screens
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C3D_RenderTarget* top = C2D_CreateScreenTarget(GFX_TOP, GFX_LEFT);
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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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printf("No");
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// svcBreak(USERBREAK_PANIC);
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}
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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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printf("No");
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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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// Initialize sprites
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initSprites();
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// score sprite & int
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int score = 0;
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Sprite scoreSprite;
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// score sprite & int
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int score = 0;
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Sprite scoreSprite;
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// Main loop
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while (aptMainLoop())
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{
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hidScanInput();
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// Main loop
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while (aptMainLoop())
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{
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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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// 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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// get circlepad position
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circlePosition cpos;
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hidCircleRead(&cpos);
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// move spr based on it
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moveSprite(&sprites[0], cpos.dx, cpos.dy);
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// Render the scene
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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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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printf("Bird Pos: %f, %f\n", sprites[0].x, sprites[0].y);
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C2D_SpriteSetPos(&sprites[12].spr, 200, 120); // center bg
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C2D_DrawSprite(&sprites[12].spr);
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// Render the scene
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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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_DrawSprite(&sprites[0].spr);
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C3D_FrameEnd(0);
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C2D_DrawSprite(&sprites[0].spr);
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C3D_FrameEnd(0);
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// // Flush and swap framebuffers
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// gfxFlushBuffers();
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// gfxSwapBuffers();
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// // Flush and swap framebuffers
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// gfxFlushBuffers();
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// gfxSwapBuffers();
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// //Wait for VBlank
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// gspWaitForVBlank();
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}
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// //Wait for VBlank
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// gspWaitForVBlank();
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}
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// Delete graphics
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C2D_SpriteSheetFree(spriteSheet);
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// Delete graphics
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C2D_SpriteSheetFree(spriteSheet);
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// Deinit libs
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C2D_Fini();
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C3D_Fini();
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gfxExit();
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romfsExit();
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return 0;
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// Deinit libs
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C2D_Fini();
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C3D_Fini();
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gfxExit();
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romfsExit();
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return 0;
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}
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