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authorRay <[email protected]>2023-09-08 13:27:13 +0200
committerRay <[email protected]>2023-09-08 13:27:13 +0200
commit1896268775e59d00b2b4f3fea0bc244eee1a1cb4 (patch)
treedd695865a0545a29d08901563d1b96c578814564 /examples/core/core_split_screen.c
parent2d5d0c2999717ea28924d6cdd47bab014478cc32 (diff)
downloadraylib-1896268775e59d00b2b4f3fea0bc244eee1a1cb4.tar.gz
raylib-1896268775e59d00b2b4f3fea0bc244eee1a1cb4.zip
Reviewed examples for consistency
Diffstat (limited to 'examples/core/core_split_screen.c')
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diff --git a/examples/core/core_split_screen.c b/examples/core/core_split_screen.c
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-/*******************************************************************************************
-*
-* 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;
-} \ No newline at end of file