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| author | Ray <[email protected]> | 2023-09-08 13:27:13 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2023-09-08 13:27:13 +0200 |
| commit | 1896268775e59d00b2b4f3fea0bc244eee1a1cb4 (patch) | |
| tree | dd695865a0545a29d08901563d1b96c578814564 /examples/core/core_split_screen.c | |
| parent | 2d5d0c2999717ea28924d6cdd47bab014478cc32 (diff) | |
| download | raylib-1896268775e59d00b2b4f3fea0bc244eee1a1cb4.tar.gz raylib-1896268775e59d00b2b4f3fea0bc244eee1a1cb4.zip | |
Reviewed examples for consistency
Diffstat (limited to 'examples/core/core_split_screen.c')
| -rw-r--r-- | examples/core/core_split_screen.c | 151 |
1 files changed, 0 insertions, 151 deletions
diff --git a/examples/core/core_split_screen.c b/examples/core/core_split_screen.c deleted file mode 100644 index 50cfcf7a..00000000 --- a/examples/core/core_split_screen.c +++ /dev/null @@ -1,151 +0,0 @@ -/******************************************************************************************* -* -* raylib [core] example - split screen -* -* Example originally created with raylib 3.7, last time updated with raylib 4.0 -* -* Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5) -* -* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, -* BSD-like license that allows static linking with closed source software -* -* Copyright (c) 2021-2023 Jeffery Myers (@JeffM2501) -* -********************************************************************************************/ - -#include "raylib.h" - -Camera cameraPlayer1 = { 0 }; -Camera cameraPlayer2 = { 0 }; - -// Scene drawing -void DrawScene(void) -{ - int count = 5; - float spacing = 4; - - // Grid of cube trees on a plane to make a "world" - DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane - - for (float x = -count*spacing; x <= count*spacing; x += spacing) - { - for (float z = -count*spacing; z <= count*spacing; z += spacing) - { - DrawCube((Vector3) { x, 1.5f, z }, 1, 1, 1, LIME); - DrawCube((Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN); - } - } - - // Draw a cube at each player's position - DrawCube(cameraPlayer1.position, 1, 1, 1, RED); - DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE); -} - -//------------------------------------------------------------------------------------ -// Program main entry point -//------------------------------------------------------------------------------------ -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen"); - - // Setup player 1 camera and screen - cameraPlayer1.fovy = 45.0f; - cameraPlayer1.up.y = 1.0f; - cameraPlayer1.target.y = 1.0f; - cameraPlayer1.position.z = -3.0f; - cameraPlayer1.position.y = 1.0f; - - RenderTexture screenPlayer1 = LoadRenderTexture(screenWidth/2, screenHeight); - - // Setup player two camera and screen - cameraPlayer2.fovy = 45.0f; - cameraPlayer2.up.y = 1.0f; - cameraPlayer2.target.y = 3.0f; - cameraPlayer2.position.x = -3.0f; - cameraPlayer2.position.y = 3.0f; - - RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight); - - // Build a flipped rectangle the size of the split view to use for drawing later - Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height }; - - SetTargetFPS(60); // Set our game to run at 60 frames-per-second - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - // If anyone moves this frame, how far will they move based on the time since the last frame - // this moves thigns at 10 world units per second, regardless of the actual FPS - float offsetThisFrame = 10.0f*GetFrameTime(); - - // Move Player1 forward and backwards (no turning) - if (IsKeyDown(KEY_W)) - { - cameraPlayer1.position.z += offsetThisFrame; - cameraPlayer1.target.z += offsetThisFrame; - } - else if (IsKeyDown(KEY_S)) - { - cameraPlayer1.position.z -= offsetThisFrame; - cameraPlayer1.target.z -= offsetThisFrame; - } - - // Move Player2 forward and backwards (no turning) - if (IsKeyDown(KEY_UP)) - { - cameraPlayer2.position.x += offsetThisFrame; - cameraPlayer2.target.x += offsetThisFrame; - } - else if (IsKeyDown(KEY_DOWN)) - { - cameraPlayer2.position.x -= offsetThisFrame; - cameraPlayer2.target.x -= offsetThisFrame; - } - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - // Draw Player1 view to the render texture - BeginTextureMode(screenPlayer1); - ClearBackground(SKYBLUE); - BeginMode3D(cameraPlayer1); - DrawScene(); - EndMode3D(); - DrawText("PLAYER1 W/S to move", 10, 10, 20, RED); - EndTextureMode(); - - // Draw Player2 view to the render texture - BeginTextureMode(screenPlayer2); - ClearBackground(SKYBLUE); - BeginMode3D(cameraPlayer2); - DrawScene(); - EndMode3D(); - DrawText("PLAYER2 UP/DOWN to move", 10, 10, 20, BLUE); - EndTextureMode(); - - // Draw both views render textures to the screen side by side - BeginDrawing(); - ClearBackground(BLACK); - DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE); - DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE); - EndDrawing(); - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - UnloadRenderTexture(screenPlayer1); // Unload render texture - UnloadRenderTexture(screenPlayer2); // Unload render texture - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -}
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