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authorGabriel dos Santos Sanches <[email protected]>2023-09-08 12:22:12 +0200
committerGitHub <[email protected]>2023-09-08 12:22:12 +0200
commit2d5d0c2999717ea28924d6cdd47bab014478cc32 (patch)
treeb3580de9a7e75ef6a1641e6b4ba7fa3eced20f41 /examples/core
parentecc80bbceaaa90e24fff2ce956ce0730991bd552 (diff)
downloadraylib-2d5d0c2999717ea28924d6cdd47bab014478cc32.tar.gz
raylib-2d5d0c2999717ea28924d6cdd47bab014478cc32.zip
examples: core: adds 2D camera two player split screen (#3298)
Diffstat (limited to 'examples/core')
-rw-r--r--examples/core/core_camera_2d_split_screen.c137
-rw-r--r--examples/core/core_camera_2d_split_screen.pngbin0 -> 20010 bytes
2 files changed, 137 insertions, 0 deletions
diff --git a/examples/core/core_camera_2d_split_screen.c b/examples/core/core_camera_2d_split_screen.c
new file mode 100644
index 00000000..5f505956
--- /dev/null
+++ b/examples/core/core_camera_2d_split_screen.c
@@ -0,0 +1,137 @@
+/*******************************************************************************************
+*
+* raylib [core] example - split screen
+*
+* Addapted from the Split Screen example (https://github.com/raysan5/raylib/blob/master/examples/core/core_split_screen.c)
+*
+* Example originally created with raylib 4.5, last time updated with raylib 4.5
+*
+* 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"
+
+#include <stdio.h>
+
+#define PLAYER_SIZE 40
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 440;
+
+ InitWindow(screenWidth, screenHeight, "raylib [core] example - camera 2D split screen");
+
+ Rectangle player1 = { 200, 200, PLAYER_SIZE, PLAYER_SIZE };
+ Rectangle player2 = { 250, 200, PLAYER_SIZE, PLAYER_SIZE };
+
+ Camera2D camera1 = { 0 };
+ camera1.target = (Vector2){ player1.x, player1.y };
+ camera1.offset = (Vector2){ 200.0f, 200.0f };
+ camera1.rotation = 0.0f;
+ camera1.zoom = 1.0f;
+
+ Camera2D camera2 = { 0 };
+ camera2.target = (Vector2){ player2.x, player2.y };
+ camera2.offset = (Vector2){ 200.0f, 200.0f };
+ camera2.rotation = 0.0f;
+ camera2.zoom = 1.0f;
+
+ RenderTexture screenCamera1 = LoadRenderTexture(screenWidth / 2, screenHeight);
+ RenderTexture screenCamera2 = 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)screenCamera1.texture.width, (float)-screenCamera1.texture.height };
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+ void DrawScene(void) {
+ for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
+ {
+ DrawLineV((Vector2){PLAYER_SIZE*i, 0}, (Vector2){PLAYER_SIZE*i, screenHeight}, LIGHTGRAY);
+ }
+
+ for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++)
+ {
+ DrawLineV((Vector2){0, PLAYER_SIZE*i}, (Vector2){screenWidth, PLAYER_SIZE*i}, LIGHTGRAY);
+ }
+
+ for (int i = 0; i < screenWidth/PLAYER_SIZE; i++)
+ {
+ for (int j = 0; j < screenHeight/PLAYER_SIZE; j++)
+ {
+ char coordinate_str[8];
+ snprintf(coordinate_str, sizeof(coordinate_str), "%d,%d", i, j);
+ DrawText(coordinate_str, 10 + PLAYER_SIZE*i, 10 + PLAYER_SIZE*j, 10, LIGHTGRAY);
+ }
+ }
+
+ DrawRectangleRec(player1, RED);
+ DrawRectangleRec(player2, BLUE);
+ }
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (IsKeyDown(KEY_S)) player1.y += 3;
+ else if (IsKeyDown(KEY_W)) player1.y -= 3;
+ if (IsKeyDown(KEY_D)) player1.x += 3;
+ else if (IsKeyDown(KEY_A)) player1.x -= 3;
+
+ if (IsKeyDown(KEY_UP)) player2.y += 3;
+ else if (IsKeyDown(KEY_DOWN)) player2.y -= 3;
+ if (IsKeyDown(KEY_RIGHT)) player2.x += 3;
+ else if (IsKeyDown(KEY_LEFT)) player2.x -= 3;
+
+ camera1.target = (Vector2){ player1.x, player1.y };
+ camera2.target = (Vector2){ player2.x, player2.y };
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginTextureMode(screenCamera1);
+ ClearBackground(RAYWHITE);
+ BeginMode2D(camera1);
+ DrawScene();
+ EndMode2D();
+ DrawText("PLAYER1 W/S/A/D to move", 10, 10, 15, RED);
+ EndTextureMode();
+
+ BeginTextureMode(screenCamera2);
+ ClearBackground(RAYWHITE);
+ BeginMode2D(camera2);
+ DrawScene();
+ EndMode2D();
+ DrawText("PLAYER2 UP/DOWN/LEFT/RIGHT to move", 10, 10, 15, BLUE);
+ EndTextureMode();
+
+ // Draw both views render textures to the screen side by side
+ BeginDrawing();
+ ClearBackground(BLACK);
+ DrawTextureRec(screenCamera1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
+ DrawTextureRec(screenCamera2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
+ EndDrawing();
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadRenderTexture(screenCamera1); // Unload render texture
+ UnloadRenderTexture(screenCamera2); // Unload render texture
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/examples/core/core_camera_2d_split_screen.png b/examples/core/core_camera_2d_split_screen.png
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+++ b/examples/core/core_camera_2d_split_screen.png
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