Flappy3DS/source/main.c
2023-03-06 21:06:06 +13:00

102 lines
2.4 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>
#define MAX_SPRITES 768
#define SCREEN_WIDTH 400
#define SCREEN_HEIGHT 240
// Simple sprite struct
typedef struct
{
C2D_Sprite spr;
float dx, dy; // velocity
} Sprite;
// init spritesheet
static C2D_SpriteSheet spriteSheet;
static Sprite sprites[MAX_SPRITES];
//---------------------------------------------------------------------------------
static void initSprites() {
//---------------------------------------------------------------------------------
size_t numImages = C2D_SpriteSheetCount(spriteSheet);
srand(time(NULL));
for (size_t i = 0; i < MAX_SPRITES; i++)
{
Sprite* thisSprite = &sprites[i];
// Random image, position, rotation and speed
// 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;
}
}
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();
// Main loop
while (aptMainLoop())
{
hidScanInput();
// Respond to user input
u32 kDown = hidKeysDown();
if (kDown & KEY_START)
break; // break in order to return to hbmenu
// Render the scene
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C2D_TargetClear(top, C2D_Color32f(0.0f, 0.0f, 0.0f, 1.0f));
C2D_SceneBegin(top);
C2D_DrawSprite(&sprites[0].spr);
C3D_FrameEnd(0);
}
// Delete graphics
C2D_SpriteSheetFree(spriteSheet);
// Deinit libs
C2D_Fini();
C3D_Fini();
gfxExit();
romfsExit();
return 0;
}