examples: core: adds 2D camera two player split screen (#3298)

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Gabriel dos Santos Sanches 2023-09-08 12:22:12 +02:00 committed by GitHub
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@ -386,6 +386,7 @@ CORE = \
core/core_window_letterbox \
core/core_window_should_close \
core/core_split_screen \
core/core_camera_2d_split_screen \
core/core_smooth_pixelperfect \
core/core_custom_frame_control

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@ -361,6 +361,7 @@ CORE = \
core/core_window_letterbox \
core/core_window_should_close \
core/core_split_screen \
core/core_camera_2d_split_screen \
core/core_smooth_pixelperfect \
core/core_custom_frame_control \
core/core_loading_thread

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@ -54,6 +54,7 @@ Examples using raylib core platform functionality like window creation, inputs,
| 28 | [core_smooth_pixelperfect](core/core_smooth_pixelperfect.c) | <img src="core/core_smooth_pixelperfect.png" alt="core_smooth_pixelperfect" width="80"> | ⭐️⭐️⭐️☆ | 3.7 | **4.0** | [Giancamillo Alessandroni](https://github.com/NotManyIdeasDev) |
| 29 | [core_split_screen](core/core_split_screen.c) | <img src="core/core_split_screen.png" alt="core_split_screen" width="80"> | ⭐️⭐️⭐️⭐️ | 3.7 | **4.0** | [Jeffery Myers](https://github.com/JeffM2501) |
| 30 | [core_window_should_close](core/core_window_should_close.c) | <img src="core/core_window_should_close.png" alt="core_window_should_close" width="80"> | ⭐️⭐️☆☆ | **4.2** | **4.2** | [Ray](https://github.com/raysan5) |
| 31 | [core_camera_2d_split_screen](core/core_camera_2d_split_screen.c) | <img src="core/core_camera_2d_split_screen.png" alt="core_camera_2d_split_screen" width="80"> | ⭐️⭐️⭐️⭐️ | **4.5** | **4.5** | [Jeffery Myers](https://github.com/JeffM2501) |
### category: shapes

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@ -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;
}

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