150 lines
3.5 KiB
C
150 lines
3.5 KiB
C
// Simple citro2d sprite drawing example
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// Images borrowed from:
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// https://kenney.nl/assets/space-shooter-redux
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#include <citro2d.h>
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#include <assert.h>
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include "sprites.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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// Simple sprite struct
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typedef struct {
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C2D_Sprite spr;
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float x, y; // pos
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} Sprite;
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// init spritesheet
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static C2D_SpriteSheet spriteSheet;
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static Sprite sprites[MAX_SPRITES];
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static void initSprites() {
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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 / 4;
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float y = SCREEN_HEIGHT / 3;
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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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C2D_SpriteSetPos(&thisSprite->spr, x, y);
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thisSprite->x = x;
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thisSprite->y = y;
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}
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}
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void moveSprite(Sprite *spr, s16 dx, s16 dy) {
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// stop sprite going OOB
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if (spr->x >= SCREEN_WIDTH || spr->x < 1 || spr->y >= SCREEN_HEIGHT || spr->x < 1) {
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return;
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}
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spr->x += dx;
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spr->y += dy;
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C2D_SpriteSetPos(&spr->spr, spr->x, spr->y);
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}
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void drawSprite(int id) {
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C2D_DrawSprite(&sprites[id].spr);
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}
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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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// 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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// 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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// set bg properties
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C2D_SpriteSetPos(&sprites[SPR_BG].spr, 200, 120); // center bg
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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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// set bottom screen scorecard
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C2D_SpriteSetCenter(&sprites[SPR_SCORECARD].spr, 0.0, 0.0);
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C2D_SpriteSetPos(&sprites[SPR_SCORECARD].spr, 2, 55);
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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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drawSprite(SPR_SCORECARD);
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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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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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moveSprite(&sprites[SPR_BIRD], 0, v);
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C2D_SpriteSetRotationDegrees(&sprites[SPR_BIRD].spr, v*9.8);
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if (kDown & KEY_A) {
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v = -5.5;
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moveSprite(&sprites[SPR_BIRD], 0, v);
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// temp score = num of flaps
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score++;
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}
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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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drawSprite(SPR_BG);
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drawSprite(SPR_BIRD);
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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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drawSprite(SPR_SCORECARD);
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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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// 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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