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@TheGag96
Created November 18, 2019 23:54
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// 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 z;
float dx, dy; // velocity
} Sprite;
static C2D_SpriteSheet spriteSheet;
static Sprite sprites[MAX_SPRITES];
static size_t numSprites = MAX_SPRITES/2;
float depth = 100;
bool rotation = false;
//---------------------------------------------------------------------------------
static void initSprites() {
//---------------------------------------------------------------------------------
size_t numImages = C2D_SpriteSheetCount(spriteSheet);
srand(time(NULL));
for (size_t i = 0; i < MAX_SPRITES; i++)
{
Sprite* sprite = &sprites[i];
// Random image, position, rotation and speed
C2D_SpriteFromSheet(&sprite->spr, spriteSheet, rand() % numImages);
C2D_SpriteSetCenter(&sprite->spr, 0.5f, 0.5f);
C2D_SpriteSetPos(&sprite->spr, rand() % SCREEN_WIDTH, rand() % SCREEN_HEIGHT);
// C2D_SpriteSetRotation(&sprite->spr, C3D_Angle(rand()/(float)RAND_MAX));
sprite->dx = rand()*4.0f/RAND_MAX - 2.0f;
sprite->dy = rand()*4.0f/RAND_MAX - 2.0f;
sprite->z = (MAX_SPRITES-i) / depth;
// sprite->z = -(rand()*10.0f/RAND_MAX - 5.0f);
}
}
//---------------------------------------------------------------------------------
static void moveSprites() {
//---------------------------------------------------------------------------------
for (size_t i = 0; i < numSprites; i++)
{
Sprite* sprite = &sprites[i];
C2D_SpriteMove(&sprite->spr, sprite->dx, sprite->dy);
if (rotation) {
C2D_SpriteRotateDegrees(&sprite->spr, 1.0f);
}
// Check for collision with the screen boundaries
if ((sprite->spr.params.pos.x < sprite->spr.params.pos.w / 2.0f && sprite->dx < 0.0f) ||
(sprite->spr.params.pos.x > (SCREEN_WIDTH-(sprite->spr.params.pos.w / 2.0f)) && sprite->dx > 0.0f))
sprite->dx = -sprite->dx;
if ((sprite->spr.params.pos.y < sprite->spr.params.pos.h / 2.0f && sprite->dy < 0.0f) ||
(sprite->spr.params.pos.y > (SCREEN_HEIGHT-(sprite->spr.params.pos.h / 2.0f)) && sprite->dy > 0.0f))
sprite->dy = -sprite->dy;
sprite->z = (MAX_SPRITES-i) / depth;
}
}
//---------------------------------------------------------------------------------
int main(int argc, char* argv[]) {
//---------------------------------------------------------------------------------
// Init libs
romfsInit();
gfxInitDefault();
gfxSet3D(true); // Enable stereoscopic 3D
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
C2D_Init(C2D_DEFAULT_MAX_OBJECTS);
C2D_Prepare();
consoleInit(GFX_BOTTOM, NULL);
// Create screens
C3D_RenderTarget* topLeft = C2D_CreateScreenTarget(GFX_TOP, GFX_LEFT);
C3D_RenderTarget* topRight = C2D_CreateScreenTarget(GFX_TOP, GFX_RIGHT);
// Load graphics
spriteSheet = C2D_SpriteSheetLoad("romfs:/gfx/sprites.t3x");
if (!spriteSheet) svcBreak(USERBREAK_PANIC);
// Initialize sprites
initSprites();
printf("\x1b[8;1HPress Up to increment sprites");
printf("\x1b[9;1HPress Down to decrement sprites");
// Main loop
while (aptMainLoop())
{
hidScanInput();
// Respond to user input
u32 kDown = hidKeysDown();
if (kDown & KEY_START)
break; // break in order to return to hbmenu
if (kDown & KEY_X)
rotation = !rotation;
u32 kHeld = hidKeysHeld();
if ((kHeld & KEY_UP) && numSprites < MAX_SPRITES)
numSprites++;
if ((kHeld & KEY_DOWN) && numSprites > 1)
numSprites--;
if ((kHeld & KEY_LEFT))
depth--;
if ((kHeld & KEY_RIGHT))
depth++;
moveSprites();
printf("\x1b[1;1HSprites: %zu/%u\x1b[K", numSprites, MAX_SPRITES);
printf("\x1b[2;1HCPU: %6.2f%%\x1b[K", C3D_GetProcessingTime()*6.0f);
printf("\x1b[3;1HGPU: %6.2f%%\x1b[K", C3D_GetDrawingTime()*6.0f);
printf("\x1b[4;1HCmdBuf: %6.2f%%\x1b[K", C3D_GetCmdBufUsage()*100.0f);
printf("\x1b[5;1Hdepth: %6.2f%%\x1b[K", depth);
// Render the scene
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C2D_TargetClear(topLeft, C2D_Color32f(0.0f, 0.0f, 0.0f, 1.0f));
C2D_SceneBegin(topLeft);
for (size_t i = 0; i < numSprites; i ++) {
float oldX = sprites[i].spr.params.pos.x;
sprites[i].spr.params.pos.x -= sprites[i].z;
C2D_DrawSprite(&sprites[i].spr);
sprites[i].spr.params.pos.x = oldX;
}
C2D_TargetClear(topRight, C2D_Color32f(0.0f, 0.0f, 0.0f, 1.0f));
C2D_SceneBegin(topRight);
for (size_t i = 0; i < numSprites; i ++) {
float oldX = sprites[i].spr.params.pos.x;
sprites[i].spr.params.pos.x += sprites[i].z;
C2D_DrawSprite(&sprites[i].spr);
sprites[i].spr.params.pos.x = oldX;
}
C3D_FrameEnd(0);
}
// Delete graphics
C2D_SpriteSheetFree(spriteSheet);
// Deinit libs
C2D_Fini();
C3D_Fini();
gfxExit();
romfsExit();
return 0;
}
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