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7 Commits

Author SHA1 Message Date
june
eebda096bf
more work ig 2025-02-15 00:03:05 +13:00
pradyun
9795b38e9e engine: added method to close level from within
removed collision detection for now
bird no longer rotates indefinitely when falling
2023-09-16 15:11:27 +12:00
pradyun
1c39d3bba0 refactor to strut and single file 2023-09-15 11:04:35 +12:00
pradyun
5629d6aecd FINALLY fixed not linking properly 2023-09-15 10:20:35 +12:00
pradyun
bf849afea6 everythings laid out on the floor but oh its working 2023-09-15 09:36:35 +12:00
pradyun
b1741a1320 not quite going as planned... 2023-09-15 08:52:44 +12:00
pradyun
6fc3def7a0 starting doing this :3 2023-09-15 01:04:00 +12:00
11 changed files with 294 additions and 183 deletions

BIN
.DS_Store vendored

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1
.gitignore vendored
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@ -3,3 +3,4 @@
build build
.DS_Store .DS_Store
.vscode

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@ -33,11 +33,12 @@ include $(DEVKITARM)/3ds_rules
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR)) TARGET := $(notdir $(CURDIR))
BUILD := build BUILD := build
SOURCES := source SOURCES := source include
DATA := data DATA := data
INCLUDES := include INCLUDES := include
GRAPHICS := gfx GRAPHICS := gfx
ROMFS := romfs ROMFS := romfs
# GFXBUILD := $(ROMFS)
GFXBUILD := $(ROMFS)/gfx GFXBUILD := $(ROMFS)/gfx
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
@ -95,7 +96,7 @@ BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),) ifeq ($(strip $(CPPFILES)),)
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
export LD := $(CC) # export LD := $(CC)
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
else else
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
@ -182,7 +183,7 @@ endif
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
clean: clean:
@echo clean ... @echo clean ...
@rm -fr $(BUILD) $(TARGET).3dsx $(TARGET).elf $(GFXBUILD) @rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf $(GFXBUILD)
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
$(GFXBUILD)/%.t3x $(BUILD)/%.h : %.t3s $(GFXBUILD)/%.t3x $(BUILD)/%.h : %.t3s

46
include/Level.cpp Normal file
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@ -0,0 +1,46 @@
#include "Level.hpp"
Level::Level(Level* 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::exit() {
this->isActive = false;
}
bool Level::active() {
return this->isActive;// && aptMainLoop();
}
void Level::cleanup() {
C2D_SpriteSheetFree(spritesheet);
}

82
include/Level.hpp Normal file
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@ -0,0 +1,82 @@
/*
Level.hpp
Bakery2D
Created by breadone
*/
#pragma once
#ifndef LEVEL_HPP
#define LEVEL_HPP
// #include <citro2d.h>
#include "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;
bool isActive = true;
virtual void setup() = 0;
virtual void update() = 0;
virtual void drawTop() = 0;
virtual void drawBottom() = 0;
Level(Level* 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();
// stops the current level, mostly to be used to exit to hbmenu (see examples)
void exit();
// returns the status of the level, whether it's been exited or not
bool active();
virtual void cleanup() = 0;
};
#endif

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@ -97,5 +97,10 @@ void Sprite::setSpr(C2D_Sprite* newSpr) {
} }
void Sprite::copy(Sprite* other) { void Sprite::copy(Sprite* other) {
memcpy(&other, this, sizeof(this)); memcpy(&other->x, &this->x, sizeof(this->x));
memcpy(&other->y, &this->y, sizeof(this->y));
memcpy(&other->width, &this->width, sizeof(this->width));
memcpy(&other->height, &this->height, sizeof(this->height));
memcpy(other->center, this->center, sizeof(this->center));
memcpy(&other->spr, &this->spr, sizeof(this->spr));
} }

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146
source/MainLevel.cpp Normal file
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@ -0,0 +1,146 @@
#include "Level.hpp"
#include <algorithm>
#define SPR_BIRD 0
#define SPR_BG 1
#define SPR_FLOOR 2
#define SPR_LOGO 3
#define SPR_PIPEBOTTOM 4
#define SPR_PIPETOP 5
#define SPR_SCORECARD 6
#define SPR_BOTHPIPES 7
#define NUM_PIPES 5
struct MainLevel: Level {
private:
float a = 0.4; // acceleration
float v = 0; // velocity
float pipeSpeed = -1;
Sprite pipes[NUM_PIPES];
int score = 0;
bool gameOver = false;
C2D_TextBuf g_staticBuf;
C2D_Text scoreText;
C2D_Font font;
public:
MainLevel(C3D_RenderTarget* top, C3D_RenderTarget* bottom): Level(this, "romfs:/gfx/sprites.t3x", top, bottom) {}
void setup() {
//* SPRITE INIT *//
// 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(65536);
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)
// svcExitProcess(); // break in order to return to hbmenu
this->exit();
u32 kHeld = hidKeysHeld();
if (kHeld & KEY_X)
score++;
// gravity calcs
v += a;
sprites[SPR_BIRD].move(0, v);
C2D_SpriteSetRotationDegrees(&sprites[SPR_BIRD].spr, std::min(v*9.8, 90.0));
if (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) * 8) + 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() {
C2D_SpriteSheetFree(spritesheet);
C2D_TextBufDelete(g_staticBuf);
C2D_FontFree(font);
}
};

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@ -1,17 +0,0 @@
#pragma once
#ifndef SPRITES_H
#define SPRITES_H
#define SPR_BIRD 0
#define SPR_BG 1
#define SPR_FLOOR 2
#define SPR_LOGO 3
#define SPR_PIPEBOTTOM 4
#define SPR_PIPETOP 5
#define SPR_SCORECARD 6
#define SPR_BOTHPIPES 7
#endif

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@ -9,61 +9,8 @@
#include <stdlib.h> #include <stdlib.h>
#include <time.h> #include <time.h>
#include <limits.h> #include <limits.h>
#include "Sprite.hpp"
#include "SpriteList.h"
#define MAX_SPRITES 768
#define SCREEN_WIDTH 400
#define SCREEN_HEIGHT 240
#define NUM_PIPES 5
// init spritesheet
static C2D_SpriteSheet spriteSheet;
Sprite sprites[MAX_SPRITES];
Sprite pipes[NUM_PIPES];
static void initSprites() {
srand(time(NULL));
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);
}
// 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);
// 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);
}
}
void introScene();
void gameScene();
void gameOverScene();
// void (*currentScene)(C3D_RenderTarget*, C3D_RenderTarget*) = &gameScene;
#include "MainLevel.cpp"
int main(int argc, char* argv[]) { int main(int argc, char* argv[]) {
@ -75,120 +22,20 @@ int main(int argc, char* argv[]) {
C2D_Prepare(); C2D_Prepare();
// consoleInit(GFX_BOTTOM, NULL); // consoleInit(GFX_BOTTOM, NULL);
// Create screens // Create screens and level
C3D_RenderTarget* top = C2D_CreateScreenTarget(GFX_TOP, GFX_LEFT); C3D_RenderTarget* top = C2D_CreateScreenTarget(GFX_TOP, GFX_LEFT);
C3D_RenderTarget* bottom = C2D_CreateScreenTarget(GFX_BOTTOM, GFX_LEFT); C3D_RenderTarget* bottom = C2D_CreateScreenTarget(GFX_BOTTOM, GFX_LEFT);
Level* level;
// Load fonts and text MainLevel* game = new MainLevel(top, bottom);
C2D_TextBuf g_staticBuf; level = game;
C2D_Text scoreText;
C2D_Font font;
g_staticBuf = C2D_TextBufNew(4096);
font = C2D_FontLoad("romfs:/gfx/fbfont.bcfnt");
C2D_TextFontParse(&scoreText, font, g_staticBuf, "0");
C2D_TextOptimize(&scoreText);
// Load graphics
spriteSheet = C2D_SpriteSheetLoad("romfs:/gfx/sprites.t3x");
if (!spriteSheet) {
svcBreak(USERBREAK_PANIC);
}
// Initialize sprites
initSprites();
// init gravity calc vars
float a = 0.4; // acceleration
float v = 0; // velocity
float pipeSpeed = -1;
// 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)
size_t score = 0;
bool gameOver = false;
// Main loop // Main loop
while (aptMainLoop()) { while (aptMainLoop() && level->active()) {
hidScanInput(); level->run();
// Respond to user input
u32 kDown = hidKeysDown();
if (kDown & KEY_START)
break; // 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);
// Render the scene
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C2D_TargetClear(top, C3D_CLEAR_COLOR);
C2D_SceneBegin(top);
sprites[SPR_BG].draw();
sprites[SPR_BIRD].draw();
for (int i = 0; i < NUM_PIPES; i++) {
pipes[i].draw();
}
C2D_TargetClear(bottom, C2D_Color32f(0.3294f, 0.7529f, 0.7882f, 1.0f));
C2D_SceneBegin(bottom);
sprites[SPR_SCORECARD].draw();
C2D_DrawText(&scoreText, 0, 240, 88, 0.0f, 0.9f, 0.9f);
C3D_FrameEnd(0);
} }
// Delete graphics
C2D_SpriteSheetFree(spriteSheet); level->cleanup();
C2D_TextBufDelete(g_staticBuf);
C2D_FontFree(font);
// Deinit libs // Deinit libs
C2D_Fini(); C2D_Fini();