102 lines
2.4 KiB
C
102 lines
2.4 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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#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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{
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C2D_Sprite spr;
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float dx, dy; // velocity
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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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//---------------------------------------------------------------------------------
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static void initSprites() {
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//---------------------------------------------------------------------------------
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size_t numImages = C2D_SpriteSheetCount(spriteSheet);
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srand(time(NULL));
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for (size_t i = 0; i < MAX_SPRITES; i++)
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{
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Sprite* thisSprite = &sprites[i];
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// Random image, position, rotation and speed
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// C2D_SpriteFromSheet(*Sprite, C2D_SpriteSheet, int);
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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, rand() % SCREEN_WIDTH, rand() % SCREEN_HEIGHT);
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// C2D_SpriteSetRotation(&sprite->spr, C3D_Angle(rand()/(float)RAND_MAX));
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thisSprite->dx = rand()*4.0f/RAND_MAX - 2.0f;
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thisSprite->dy = rand()*4.0f/RAND_MAX - 2.0f;
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}
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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) svcBreak(USERBREAK_PANIC);
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// Initialize sprites
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initSprites();
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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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// Render the scene
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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C2D_TargetClear(top, C2D_Color32f(0.0f, 0.0f, 0.0f, 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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}
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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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