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authorRay <[email protected]>2021-06-03 19:35:36 +0200
committerRay <[email protected]>2021-06-03 19:35:36 +0200
commit2370af598e84c8594b8d1a4f6e17925b48949db7 (patch)
tree2db288f1cadddf8d1cf1454150845a77f73f13a0 /examples/core/core_split_screen.c
parentdeaa84d28d7606e335abe323ccc4a101d025dfea (diff)
downloadraylib-2370af598e84c8594b8d1a4f6e17925b48949db7.tar.gz
raylib-2370af598e84c8594b8d1a4f6e17925b48949db7.zip
Reviewed example: core_split_screen
Diffstat (limited to 'examples/core/core_split_screen.c')
-rw-r--r--examples/core/core_split_screen.c178
1 files changed, 86 insertions, 92 deletions
diff --git a/examples/core/core_split_screen.c b/examples/core/core_split_screen.c
index cf34a3ca..0bfdb84a 100644
--- a/examples/core/core_split_screen.c
+++ b/examples/core/core_split_screen.c
@@ -2,53 +2,42 @@
*
* raylib [core] example - split screen
*
-* Welcome to raylib!
-*
-* To test examples, just press F6 and execute raylib_compile_execute script
-* Note that compiled executable is placed in the same folder as .c file
-*
-* You can find all basic examples on C:\raylib\raylib\examples folder or
-* raylib official webpage: www.raylib.com
-*
-* Enjoy using raylib. :)
-*
* This example has been created using raylib 3.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
-* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
+* Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Copyright (c) 2021 Jeffery Myers (@JeffM2501)
*
********************************************************************************************/
#include "raylib.h"
-Texture2D GridTexture;
-Camera Player1Camera = { 0 };
-Camera Player2Camera = { 0 };
+Texture2D textureGrid = { 0 };
+Camera cameraPlayer1 = { 0 };
+Camera cameraPlayer2 = { 0 };
-void DrawScene()
+// Scene drawing
+void DrawScene(void)
{
- // grid of cube trees on a plane to make a "world"
- DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // simple world plane
- float spacing = 4;
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 x = -count*spacing; x <= count*spacing; x += spacing)
{
- for (float z = -count * spacing; z <= count * spacing; z += spacing)
+ for (float z = -count*spacing; z <= count*spacing; z += spacing)
{
- Vector3 pos = { x, 0.5f, z };
-
- Vector3 min = { x - 0.5f,0,z - 0.5f };
- Vector3 max = { x + 0.5f,1,z + 0.5f };
-
- DrawCubeTexture(GridTexture, (Vector3) { x, 1.5f, z }, 1, 1, 1, GREEN);
- DrawCubeTexture(GridTexture, (Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
+ DrawCubeTexture(textureGrid, (Vector3) { x, 1.5f, z }, 1, 1, 1, GREEN);
+ DrawCubeTexture(textureGrid, (Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
}
}
- // draw a cube at each player's position
- DrawCube(Player1Camera.position, 1, 1, 1, RED);
- DrawCube(Player2Camera.position, 1, 1, 1, BLUE);
+ // Draw a cube at each player's position
+ DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
+ DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
}
int main(void)
@@ -59,101 +48,106 @@ int main(void)
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen");
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- // generate a simple texture to use for trees
+ // Generate a simple texture to use for trees
Image img = GenImageChecked(256, 256, 32, 32, DARKGRAY, WHITE);
- GridTexture = LoadTextureFromImage(img);
+ textureGrid = LoadTextureFromImage(img);
UnloadImage(img);
- SetTextureFilter(GridTexture, TEXTURE_FILTER_ANISOTROPIC_16X);
- SetTextureWrap(GridTexture, TEXTURE_WRAP_CLAMP);
-
-
- // setup player 1 camera and screen
- Player1Camera.fovy = 45;
- Player1Camera.up.y = 1;
- Player1Camera.target.y = 1;
- Player1Camera.position.z = -3;
- Player1Camera.position.y = 1;
-
- RenderTexture player1Screen = LoadRenderTexture(screenWidth / 2, screenHeight);
-
- // setup player two camera and screen
- Player2Camera.fovy = 45;
- Player2Camera.up.y = 1;
- Player2Camera.target.y =3;
- Player2Camera.position.x = -3;
- Player2Camera.position.y = 3;
-
- RenderTexture player2Screen = LoadRenderTexture(screenWidth / 2, screenHeight);
+ SetTextureFilter(textureGrid, TEXTURE_FILTER_ANISOTROPIC_16X);
+ SetTextureWrap(textureGrid, TEXTURE_WRAP_CLAMP);
+
+ // 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 = { 0,0, (float)player1Screen.texture.width, (float)-player1Screen.texture.height };
+ // 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
{
- // if anyone moves this frame, how far will they move based on the time since the last frame
+ // 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 * GetFrameTime();
-
+ float offsetThisFrame = 10.0f*GetFrameTime();
- // move player 1 forward and backwards (no turning)
+ // Move player 1 forward and backwards (no turning)
if (IsKeyDown(KEY_W))
{
- Player1Camera.position.z += offsetThisFrame;
- Player1Camera.target.z += offsetThisFrame;
+ cameraPlayer1.position.z += offsetThisFrame;
+ cameraPlayer1.target.z += offsetThisFrame;
}
else if (IsKeyDown(KEY_S))
{
- Player1Camera.position.z -= offsetThisFrame;
- Player1Camera.target.z -= offsetThisFrame;
+ cameraPlayer1.position.z -= offsetThisFrame;
+ cameraPlayer1.target.z -= offsetThisFrame;
}
- // move player 2 forward and backwards (no turning)
+ // Move player 2 forward and backwards (no turning)
if (IsKeyDown(KEY_UP))
{
- Player2Camera.position.x += offsetThisFrame;
- Player2Camera.target.x += offsetThisFrame;
+ cameraPlayer2.position.x += offsetThisFrame;
+ cameraPlayer2.target.x += offsetThisFrame;
}
else if (IsKeyDown(KEY_DOWN))
{
- Player2Camera.position.x -= offsetThisFrame;
- Player2Camera.target.x -= offsetThisFrame;
+ cameraPlayer2.position.x -= offsetThisFrame;
+ cameraPlayer2.target.x -= offsetThisFrame;
}
-
- // draw player 1's view to the render texture
- BeginTextureMode(player1Screen);
- ClearBackground(SKYBLUE);
- BeginMode3D(Player1Camera);
- DrawScene();
- EndMode3D();
- DrawText("PLAYER1 W/S to move", 0, 0, 20, RED);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ // Draw player 1's view to the render texture
+ BeginTextureMode(screenPlayer1);
+ ClearBackground(SKYBLUE);
+ BeginMode3D(cameraPlayer1);
+ DrawScene();
+ EndMode3D();
+ DrawText("PLAYER1 W/S to move", 0, 0, 20, RED);
EndTextureMode();
- // draw player 2's view to the render texture
- BeginTextureMode(player2Screen);
- ClearBackground(SKYBLUE);
- BeginMode3D(Player2Camera);
- DrawScene();
- EndMode3D();
- DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE);
+ // Draw player 2's view to the render texture
+ BeginTextureMode(screenPlayer2);
+ ClearBackground(SKYBLUE);
+ BeginMode3D(cameraPlayer2);
+ DrawScene();
+ EndMode3D();
+ DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE);
EndTextureMode();
- // draw both view render textures to the screen side by side
+ // Draw both view render textures to the screen side by side
BeginDrawing();
- ClearBackground(BLACK);
- DrawTextureRec(player1Screen.texture, splitScreenRect, (Vector2) { 0, 0 }, WHITE);
- DrawTextureRec(player2Screen.texture, splitScreenRect, (Vector2) { screenWidth/2.0f, 0 }, WHITE);
+ ClearBackground(BLACK);
+ DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2) { 0, 0 }, WHITE);
+ DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2) { screenWidth/2.0f, 0 }, WHITE);
EndDrawing();
}
- UnloadRenderTexture(player1Screen);
- UnloadRenderTexture(player2Screen);
- UnloadTexture(GridTexture);
-
// De-Initialization
//--------------------------------------------------------------------------------------
+ UnloadRenderTexture(screenPlayer1);
+ UnloadRenderTexture(screenPlayer2);
+ UnloadTexture(textureGrid);
+
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------