Flappy3DS/source/main.c
2023-03-07 15:20:17 +13:00

152 lines
3.8 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 x, y; // pos
} 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;
// }
// for (size_t i = 0; i < MAX_SPRITES; i++) {
// Sprite* thisSprite = &sprites[i];
// float x = rand() % SCREEN_WIDTH;
// float y = rand() % SCREEN_HEIGHT;
// 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;
// }
// 17 sprites (i hope)
for (size_t i = 0; i < 17; i++) {
Sprite* thisSprite = &sprites[i];
float x = rand() % SCREEN_WIDTH;
float y = rand() % SCREEN_HEIGHT;
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);
}
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);
// Load graphics
spriteSheet = C2D_SpriteSheetLoad("romfs:/gfx/sprites.t3x");
if (!spriteSheet) {
printf("No");
// svcBreak(USERBREAK_PANIC);
}
// Initialize sprites
initSprites();
// 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
// Render the scene
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C2D_TargetClear(top, C2D_Color32f(0.2352941176f, 0.8392156863f, 0.8392156863f, 1.0f));
C2D_SceneBegin(top);
C2D_SpriteSetPos(&sprites[12].spr, 200, 120); // center bg
C2D_DrawSprite(&sprites[12].spr);
C2D_DrawSprite(&sprites[0].spr);
C3D_FrameEnd(0);
// // Flush and swap framebuffers
// gfxFlushBuffers();
// gfxSwapBuffers();
// //Wait for VBlank
// gspWaitForVBlank();
}
// Delete graphics
C2D_SpriteSheetFree(spriteSheet);
// Deinit libs
C2D_Fini();
C3D_Fini();
gfxExit();
romfsExit();
return 0;
}