|
| 1 | +""" |
| 2 | +
|
| 3 | +raylib [core] example - Split Screen |
| 4 | +
|
| 5 | +""" |
| 6 | + |
| 7 | +from pyray import * |
| 8 | + |
| 9 | +from raylib import ( |
| 10 | + KEY_W, |
| 11 | + KEY_S, |
| 12 | + KEY_UP, |
| 13 | + KEY_DOWN, |
| 14 | +) |
| 15 | + |
| 16 | +cameraPlayer1 = Camera3D([0]) |
| 17 | +cameraPlayer2 = Camera3D([0]) |
| 18 | + |
| 19 | +def draw_scene(): |
| 20 | + count = 5 |
| 21 | + spacing = 4 |
| 22 | + |
| 23 | + # Grid of cube trees on a plane to make a "world" |
| 24 | + |
| 25 | + draw_plane(Vector3(0, 0, 0), Vector2(50, 50), BEIGE) |
| 26 | + |
| 27 | + for x in range(-count*spacing, count*spacing, spacing): |
| 28 | + for z in range(-count*spacing, count*spacing, spacing): |
| 29 | + draw_cube(Vector3(x, 1.5, z), 1, 1, 1, LIME) |
| 30 | + draw_cube(Vector3(x, 0.5, z), 0.25, 1, 0.25, BROWN) |
| 31 | + |
| 32 | + # Draw a cube at each player's position |
| 33 | + draw_cube(cameraPlayer1.position, 1, 1, 1, RED) |
| 34 | + draw_cube(cameraPlayer2.position, 1, 1, 1, BLUE) |
| 35 | + |
| 36 | +# Initialization |
| 37 | + |
| 38 | +screenWidth = 800 |
| 39 | +screenHeight = 450 |
| 40 | + |
| 41 | +init_window(screenWidth, screenHeight, "raylib [core] example - split screen") |
| 42 | + |
| 43 | +# Setup player 1 camera and screen |
| 44 | + |
| 45 | +cameraPlayer1.fovy = 45.0 |
| 46 | +cameraPlayer1.up = Vector3(0,1.0,0) |
| 47 | +cameraPlayer1.target = Vector3(0,1.0,0) |
| 48 | +cameraPlayer1.position = Vector3(0,1,-3) |
| 49 | + |
| 50 | +screenPlayer1 = load_render_texture(int(screenWidth/2), int(screenHeight)) |
| 51 | + |
| 52 | +# Setup player 2 camera and screen |
| 53 | +cameraPlayer2.fovy = 45.0 |
| 54 | +cameraPlayer2.up = Vector3(0,1.0,0) |
| 55 | +cameraPlayer2.target = Vector3(0,3.0,0) |
| 56 | +cameraPlayer2.position = Vector3(-3,3,0) |
| 57 | + |
| 58 | +screenPlayer2 = load_render_texture(int(screenWidth / 2), int(screenHeight)) |
| 59 | + |
| 60 | +# Build a flipped rectangle the size of the split view to use for drawing later |
| 61 | +splitScreenRect = Rectangle(0.0, 0.0, screenPlayer1.texture.width, -screenPlayer1.texture.height) |
| 62 | + |
| 63 | +set_target_fps(60) # Set our game to run at 60 frames-per-second |
| 64 | + |
| 65 | +# Main game loop |
| 66 | +while not window_should_close(): # Detect window close button or ESC key |
| 67 | + |
| 68 | + ''' Update |
| 69 | + If anyone moves this frame, how far will they move based on the time since the last frame |
| 70 | + this moves thigns at 10 world units per second, regardless of the actual FPS''' |
| 71 | + |
| 72 | + offsetThisFrame = 10.0 * get_frame_time() |
| 73 | + |
| 74 | + # Move Player1 forward and backwards (no turning) |
| 75 | + |
| 76 | + if is_key_down(KEY_W): |
| 77 | + cameraPlayer1.position.z += offsetThisFrame |
| 78 | + cameraPlayer1.target.z += offsetThisFrame |
| 79 | + |
| 80 | + elif is_key_down(KEY_S): |
| 81 | + |
| 82 | + cameraPlayer1.position.z -= offsetThisFrame |
| 83 | + cameraPlayer1.target.z -= offsetThisFrame |
| 84 | + |
| 85 | + # Move Player2 forward and backwards (no turning) |
| 86 | + if is_key_down(KEY_UP): |
| 87 | + cameraPlayer2.position.x += offsetThisFrame |
| 88 | + cameraPlayer2.target.x += offsetThisFrame |
| 89 | + |
| 90 | + elif is_key_down(KEY_DOWN): |
| 91 | + cameraPlayer2.position |
| 92 | + cameraPlayer2.position.x -= offsetThisFrame |
| 93 | + cameraPlayer2.target.x -= offsetThisFrame |
| 94 | + |
| 95 | + # Draw Player1 view to the render texture |
| 96 | + begin_texture_mode(screenPlayer1) |
| 97 | + clear_background(SKYBLUE) |
| 98 | + begin_mode_3d(cameraPlayer1) |
| 99 | + draw_scene() |
| 100 | + end_mode_3d() |
| 101 | + draw_text("PLAYER1 W/S to move", 10, 10, 20, RED) |
| 102 | + end_texture_mode() |
| 103 | + |
| 104 | + # Draw Player2 view to the render texture |
| 105 | + |
| 106 | + begin_texture_mode(screenPlayer2) |
| 107 | + clear_background(SKYBLUE) |
| 108 | + begin_mode_3d(cameraPlayer2) |
| 109 | + draw_scene() |
| 110 | + end_mode_3d() |
| 111 | + draw_text("PLAYER2 UP/DOWN to move", 10, 10, 20, BLUE) |
| 112 | + end_texture_mode() |
| 113 | + |
| 114 | + # Draw both views render textures to the screen side by side |
| 115 | + begin_drawing() |
| 116 | + clear_background(BLACK) |
| 117 | + draw_texture_rec(screenPlayer1.texture, splitScreenRect, Vector2(0,0), WHITE) |
| 118 | + draw_texture_rec(screenPlayer2.texture, splitScreenRect, Vector2(screenWidth/2.0, 0 ), WHITE) |
| 119 | + end_drawing() |
| 120 | + |
| 121 | + |
| 122 | +# De-Initialization |
| 123 | +unload_render_texture(screenPlayer1) # Unload render texture |
| 124 | +unload_render_texture(screenPlayer2) # Unload render texture |
| 125 | + |
| 126 | +close_window() |
| 127 | + |
| 128 | + |
| 129 | + |
| 130 | + |
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