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Diffstat (limited to 'examples/core/core_split_screen.c')
-rw-r--r--examples/core/core_split_screen.c22
1 files changed, 11 insertions, 11 deletions
diff --git a/examples/core/core_split_screen.c b/examples/core/core_split_screen.c
index 0bfdb84a..31c3fb4b 100644
--- a/examples/core/core_split_screen.c
+++ b/examples/core/core_split_screen.c
@@ -89,7 +89,7 @@ int main(void)
// this moves thigns at 10 world units per second, regardless of the actual FPS
float offsetThisFrame = 10.0f*GetFrameTime();
- // Move player 1 forward and backwards (no turning)
+ // Move Player1 forward and backwards (no turning)
if (IsKeyDown(KEY_W))
{
cameraPlayer1.position.z += offsetThisFrame;
@@ -101,7 +101,7 @@ int main(void)
cameraPlayer1.target.z -= offsetThisFrame;
}
- // Move player 2 forward and backwards (no turning)
+ // Move Player2 forward and backwards (no turning)
if (IsKeyDown(KEY_UP))
{
cameraPlayer2.position.x += offsetThisFrame;
@@ -116,7 +116,7 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
- // Draw player 1's view to the render texture
+ // Draw Player1 view to the render texture
BeginTextureMode(screenPlayer1);
ClearBackground(SKYBLUE);
BeginMode3D(cameraPlayer1);
@@ -125,7 +125,7 @@ int main(void)
DrawText("PLAYER1 W/S to move", 0, 0, 20, RED);
EndTextureMode();
- // Draw player 2's view to the render texture
+ // Draw Player2 view to the render texture
BeginTextureMode(screenPlayer2);
ClearBackground(SKYBLUE);
BeginMode3D(cameraPlayer2);
@@ -134,21 +134,21 @@ int main(void)
DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE);
EndTextureMode();
- // Draw both view render textures to the screen side by side
+ // 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);
+ DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
+ DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
EndDrawing();
}
// De-Initialization
//--------------------------------------------------------------------------------------
- UnloadRenderTexture(screenPlayer1);
- UnloadRenderTexture(screenPlayer2);
- UnloadTexture(textureGrid);
+ UnloadRenderTexture(screenPlayer1); // Unload render texture
+ UnloadRenderTexture(screenPlayer2); // Unload render texture
+ UnloadTexture(textureGrid); // Unload texture
- CloseWindow(); // Close window and OpenGL context
+ CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;