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

Gabriel dos Santos Sanches 2 жил өмнө
parent
commit
2d5d0c2999

+ 1 - 0
examples/Makefile

@@ -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
 

+ 1 - 0
examples/Makefile.Web

@@ -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

+ 1 - 0
examples/README.md

@@ -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
 

+ 137 - 0
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;
+}

BIN
examples/core/core_camera_2d_split_screen.png


+ 387 - 0
projects/VS2022/examples/core_camera_2d_split_screen.vcxproj

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