Exemplo n.º 1
0
//---------------------------------------------------------------------------------
int main(void) {
//---------------------------------------------------------------------------------

	const int tile_base = 0;
	const int map_base = 20;


	videoSetMode(0);	

	videoSetModeSub(MODE_5_2D);	
	vramSetBankC(VRAM_C_SUB_BG); 

	PrintConsole *console = consoleInit(0, 3, BgType_ExRotation, BgSize_ER_256x256, map_base, tile_base, false, false);

	ConsoleFont font;

	font.gfx = (u16*)fontTiles;
	font.pal = (u16*)fontPal;
	font.numChars = 95;
	font.numColors =  fontPalLen / 2;
	font.bpp = 8;
	font.asciiOffset = 32;
	font.convertSingleColor = false;
	
	consoleSetFont(console, &font);

	int bg3 = console->bgId;

	iprintf("Custom Font Demo\n");
	iprintf("   by Poffy\n");
	iprintf("modified by WinterMute and dovoto\n");
	iprintf("for libnds examples\n");

	
	unsigned int angle = 0;
    int scrollX = 0;
	int scrollY = 0;
	int scaleX = intToFixed(1,8);
	int scaleY = intToFixed(1,8);

	while(1) {
		scanKeys();
		u32 keys = keysHeld();

		if ( keys & KEY_L ) angle+=64; 
		if ( keys & KEY_R ) angle-=64;

		if ( keys & KEY_LEFT ) scrollX++;
		if ( keys & KEY_RIGHT ) scrollX--;
		if ( keys & KEY_UP ) scrollY++;
		if ( keys & KEY_DOWN ) scrollY--;

		if ( keys & KEY_A ) scaleX++;
		if ( keys & KEY_B ) scaleX--;

		if( keys & KEY_X ) scaleY++;
		if( keys & KEY_Y ) scaleY--;

		swiWaitForVBlank();


		bgSetRotateScale(bg3, angle, scaleX, scaleY);
		bgSetScroll(bg3, scrollX, scrollY);
		bgUpdate();
	}

}
Exemplo n.º 2
0
//---------------------------------------------------------------------------------
int main(void) {
//---------------------------------------------------------------------------------
    int i = 0;
    int angle = 0;

    videoSetMode(MODE_0_2D);

    vramSetBankA(VRAM_A_MAIN_SPRITE);

    oamInit(&oamMain, SpriteMapping_1D_32, false);

    u16* gfx = oamAllocateGfx(&oamMain, SpriteSize_32x32, SpriteColorFormat_256Color);

    /* This is where we load the image.
     * In this case we're doing a really simple striped pattern,
     * but we could also load a bitmap. */
    for(i = 0; i < 32 * 32 / 2; i++)
    {
        //gfx[i] = 1 | (1 << 8);
        gfx[i] = 0x201;	// alternating red and yellow
    }

    SPRITE_PALETTE[1] = RGB15(31,0,0);	// full red
    SPRITE_PALETTE[2] = RGB15(28,28,0);	// bright yellow

    while(1) {

        scanKeys();

        /* Slow down the rotate if the left trigger is pressed
         * I'd like to do a fixed-point here, but I don't know how */
        float inc = (keysHeld() & KEY_L)? 0.05 : 0.3;

        if(keysHeld() & KEY_LEFT)
            angle += degreesToAngle(inc);
        if(keysHeld() & KEY_RIGHT)
            angle -= degreesToAngle(inc);

        //-------------------------------------------------------------------------
        // Set the first rotation/scale matrix
        //
        // There are 32 rotation/scale matricies that can store sprite rotations
        // Any number of sprites can share a sprite rotation matrix or each sprite
        // (up to 32) can utilize a seperate rotation. Because this sprite is doubled
        // in size we have to adjust its position by subtracting half of its height and
        // width (20 - 16, 20 - 16, )
        //-------------------------------------------------------------------------
        oamRotateScale(&oamMain, 0, angle, intToFixed(1, 8), intToFixed(1, 8));

        oamSet(&oamMain, //main graphics engine context
               0,           //oam index (0 to 127)
               20 - 16, 20 - 16,   //x and y pixle location of the sprite
               0,                    //priority, lower renders last (on top)
               0,					  //this is the palette index if multiple palettes or the alpha value if bmp sprite
               SpriteSize_32x32,
               SpriteColorFormat_256Color,
               gfx,                  //pointer to the loaded graphics
               0,                  //sprite rotation/scale matrix index
               true,               //double the size when rotating?
               false,			//hide the sprite?
               false, false, //vflip, hflip
               false	//apply mosaic
              );

        //-------------------------------------------------------------------------
        // Because the sprite below has size double set to false it can never be larger than
        // 32x32 causing it to clip as it rotates.
        //-------------------------------------------------------------------------
        oamSet(&oamMain, //main graphics engine context
               1,           //oam index (0 to 127)
               204, 20,   //x and y pixle location of the sprite
               0,                    //priority, lower renders last (on top)
               0,					  //this is the palette index if multiple palettes or the alpha value if bmp sprite
               SpriteSize_32x32,
               SpriteColorFormat_256Color,
               gfx,                  //pointer to the loaded graphics
               0,                  //sprite rotation/scale matrix index
               false,               //double the size when rotating?
               false,			//hide the sprite?
               false, false, //vflip, hflip
               false	//apply mosaic
              );
        swiWaitForVBlank();


        oamUpdate(&oamMain);
    }

    return 0;
}