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June 3, 2021 15:31
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A simple split screen implementation with raylib and motion
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/******************************************************************************************* | |
* | |
* raylib [core] example - Basic window | |
* | |
* 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 1.0 (www.raylib.com) | |
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |
* | |
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) | |
* | |
********************************************************************************************/ | |
#include "raylib.h" | |
Texture2D GridTexture; | |
Camera Player1Camera = { 0 }; | |
Camera Player2Camera = { 0 }; | |
void DrawScene() | |
{ | |
// 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; | |
for (float x = -count * spacing; x <= count * spacing; x += 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); | |
} | |
} | |
DrawCube(Player1Camera.position, 1, 1, 1, RED); | |
DrawCube(Player2Camera.position, 1, 1, 1, BLUE); | |
} | |
int main(void) | |
{ | |
// Initialization | |
//-------------------------------------------------------------------------------------- | |
const int screenWidth = 800; | |
const int screenHeight = 450; | |
InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen"); | |
Image img = GenImageChecked(256, 256, 32, 32, DARKGRAY, WHITE); | |
GridTexture = LoadTextureFromImage(img); | |
UnloadImage(img); | |
SetTextureFilter(GridTexture, TEXTURE_FILTER_ANISOTROPIC_16X); | |
SetTextureWrap(GridTexture, TEXTURE_WRAP_CLAMP); | |
Player1Camera.fovy = 45; | |
Player1Camera.up.y = 1; | |
Player1Camera.target.y = 1; | |
Player1Camera.position.z = -3; | |
Player1Camera.position.y = 1; | |
Player2Camera.fovy = 45; | |
Player2Camera.up.y = 1; | |
Player2Camera.target.y =3; | |
Player2Camera.position.x = -3; | |
Player2Camera.position.y = 3; | |
RenderTexture player1Screen = LoadRenderTexture(screenWidth / 2, screenHeight); | |
RenderTexture player2Screen = LoadRenderTexture(screenWidth / 2, screenHeight); | |
SetTargetFPS(60); // Set our game to run at 60 frames-per-second | |
Rectangle splitScreenRect = { 0,0,player1Screen.texture.width,-player1Screen.texture.height }; | |
// Main game loop | |
while (!WindowShouldClose()) // Detect window close button or ESC key | |
{ | |
float offsetThisFrame = 10 * GetFrameTime(); | |
// move player 1 forward and backwards | |
if (IsKeyDown(KEY_W)) | |
{ | |
Player1Camera.position.z += offsetThisFrame; | |
Player1Camera.target.z += offsetThisFrame; | |
} | |
else if (IsKeyDown(KEY_S)) | |
{ | |
Player1Camera.position.z -= offsetThisFrame; | |
Player1Camera.target.z -= offsetThisFrame; | |
} | |
// move player 2 forward and backwards | |
if (IsKeyDown(KEY_UP)) | |
{ | |
Player2Camera.position.x += offsetThisFrame; | |
Player2Camera.target.x += offsetThisFrame; | |
} | |
else if (IsKeyDown(KEY_DOWN)) | |
{ | |
Player2Camera.position.x -= offsetThisFrame; | |
Player2Camera.target.x -= offsetThisFrame; | |
} | |
// draw player 1's view | |
BeginTextureMode(player1Screen); | |
ClearBackground(SKYBLUE); | |
BeginMode3D(Player1Camera); | |
DrawScene(); | |
EndMode3D(); | |
DrawText("PLAYER1 W/S to move", 0, 0, 20, RED); | |
EndTextureMode(); | |
// draw player 2's view | |
BeginTextureMode(player2Screen); | |
ClearBackground(SKYBLUE); | |
BeginMode3D(Player2Camera); | |
DrawScene(); | |
EndMode3D(); | |
DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE); | |
EndTextureMode(); | |
// draw the textures to the screen | |
BeginDrawing(); | |
ClearBackground(BLACK); | |
DrawTextureRec(player1Screen.texture, splitScreenRect, (Vector2) { 0, 0 }, WHITE); | |
DrawTextureRec(player2Screen.texture, splitScreenRect, (Vector2) { screenWidth/2, 0 }, WHITE); | |
EndDrawing(); | |
} | |
UnloadRenderTexture(player1Screen); | |
UnloadRenderTexture(player2Screen); | |
UnloadTexture(GridTexture); | |
// De-Initialization | |
//-------------------------------------------------------------------------------------- | |
CloseWindow(); // Close window and OpenGL context | |
//-------------------------------------------------------------------------------------- | |
return 0; | |
} |
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