Flappy3DS/source/main.c
2023-03-11 09:44:44 +13:00

150 lines
3.5 KiB
C

// Simple citro2d sprite drawing example
// Images borrowed from:
// https://kenney.nl/assets/space-shooter-redux
#include <citro2d.h>
#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include "sprites.h"
#define MAX_SPRITES 768
#define SCREEN_WIDTH 400
#define SCREEN_HEIGHT 240
// Simple sprite struct
typedef struct {
C2D_Sprite spr;
float x, y; // pos
} Sprite;
// init spritesheet
static C2D_SpriteSheet spriteSheet;
static Sprite sprites[MAX_SPRITES];
static void initSprites() {
size_t numImages = C2D_SpriteSheetCount(spriteSheet);
for (size_t i = 0; i < numImages; i++) {
Sprite* thisSprite = &sprites[i];
float x = SCREEN_WIDTH / 4;
float y = SCREEN_HEIGHT / 3;
C2D_SpriteFromSheet(&thisSprite->spr, spriteSheet, i);
C2D_SpriteSetCenter(&thisSprite->spr, 0.5f, 0.5f);
C2D_SpriteSetPos(&thisSprite->spr, x, y);
thisSprite->x = x;
thisSprite->y = y;
}
}
void moveSprite(Sprite *spr, s16 dx, s16 dy) {
// stop sprite going OOB
if (spr->x >= SCREEN_WIDTH || spr->x < 1 || spr->y >= SCREEN_HEIGHT || spr->x < 1) {
return;
}
spr->x += dx;
spr->y += dy;
C2D_SpriteSetPos(&spr->spr, spr->x, spr->y);
}
void drawSprite(int id) {
C2D_DrawSprite(&sprites[id].spr);
}
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);
// 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");
if (!spriteSheet) {
svcBreak(USERBREAK_PANIC);
}
// Initialize sprites
initSprites();
// init gravity calc vars
float a = 0.4; // acceleration
float v = 0; // velocity
// set bg properties
C2D_SpriteSetPos(&sprites[SPR_BG].spr, 200, 120); // center bg
C2D_SpriteSetScale(&sprites[SPR_BG].spr, 2.7778, 2.7907); // scale image to 400x240 (3ds screen res)
// set bottom screen scorecard
C2D_SpriteSetCenter(&sprites[SPR_SCORECARD].spr, 0.0, 0.0);
C2D_SpriteSetPos(&sprites[SPR_SCORECARD].spr, 2, 55);
C2D_TargetClear(bottom, C2D_Color32f(0.3294f, 0.7529f, 0.7882f, 1.0f));
C2D_SceneBegin(bottom);
drawSprite(SPR_SCORECARD);
// score sprite & int
int score = 0;
Sprite scoreSprite;
// Main loop
while (aptMainLoop()) {
hidScanInput();
// Respond to user input
u32 kDown = hidKeysDown();
if (kDown & KEY_START)
break; // break in order to return to hbmenu
// gravity calcs
v += a;
moveSprite(&sprites[SPR_BIRD], 0, v);
C2D_SpriteSetRotationDegrees(&sprites[SPR_BIRD].spr, v*9.8);
if (kDown & KEY_A) {
v = -5.5;
moveSprite(&sprites[SPR_BIRD], 0, v);
// temp score = num of flaps
score++;
}
// Render the scene
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C2D_TargetClear(top, C3D_CLEAR_COLOR);
C2D_SceneBegin(top);
drawSprite(SPR_BG);
drawSprite(SPR_BIRD);
C2D_TargetClear(bottom, C2D_Color32f(0.3294f, 0.7529f, 0.7882f, 1.0f));
C2D_SceneBegin(bottom);
drawSprite(SPR_SCORECARD);
C3D_FrameEnd(0);
}
// Delete graphics
C2D_SpriteSheetFree(spriteSheet);
// Deinit libs
C2D_Fini();
C3D_Fini();
gfxExit();
romfsExit();
return 0;
}