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https://github.com/raylib-cs/raylib-cs
synced 2025-07-02 19:13:43 -04:00
Update enum/color names to match C# naming convention (#224)
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@ -30,20 +30,20 @@ public unsafe class SplitScreen
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// Grid of cube trees on a plane to make a "world"
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// Simple world plane
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DrawPlane(new Vector3(0, 0, 0), new Vector2(50, 50), Color.BEIGE);
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DrawPlane(new Vector3(0, 0, 0), new Vector2(50, 50), Color.Beige);
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for (float x = -count * spacing; x <= count * spacing; x += spacing)
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{
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for (float z = -count * spacing; z <= count * spacing; z += spacing)
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{
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DrawCube(new Vector3(x, 1.5f, z), 1, 1, 1, Color.LIME);
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DrawCube(new Vector3(x, 0.5f, z), 0.25f, 1, 0.25f, Color.BROWN);
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DrawCube(new Vector3(x, 1.5f, z), 1, 1, 1, Color.Lime);
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DrawCube(new Vector3(x, 0.5f, z), 0.25f, 1, 0.25f, Color.Brown);
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}
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}
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// Draw a cube at each player's position
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DrawCube(CameraPlayer1.Position, 1, 1, 1, Color.RED);
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DrawCube(CameraPlayer2.Position, 1, 1, 1, Color.BLUE);
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DrawCube(CameraPlayer1.Position, 1, 1, 1, Color.Red);
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DrawCube(CameraPlayer2.Position, 1, 1, 1, Color.Blue);
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}
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public static int Main()
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@ -56,11 +56,11 @@ public unsafe class SplitScreen
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InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen");
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// Generate a simple texture to use for trees
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Image img = GenImageChecked(256, 256, 32, 32, Color.DARKGRAY, Color.WHITE);
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Image img = GenImageChecked(256, 256, 32, 32, Color.DarkGray, Color.White);
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TextureGrid = LoadTextureFromImage(img);
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UnloadImage(img);
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SetTextureFilter(TextureGrid, TextureFilter.TEXTURE_FILTER_ANISOTROPIC_16X);
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SetTextureWrap(TextureGrid, TextureWrap.TEXTURE_WRAP_CLAMP);
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SetTextureFilter(TextureGrid, TextureFilter.Anisotropic16X);
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SetTextureWrap(TextureGrid, TextureWrap.Clamp);
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// Setup player 1 camera and screen
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CameraPlayer1.FovY = 45.0f;
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@ -101,24 +101,24 @@ public unsafe class SplitScreen
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float offsetThisFrame = 10.0f * GetFrameTime();
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// Move Player1 forward and backwards (no turning)
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if (IsKeyDown(KeyboardKey.KEY_W))
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if (IsKeyDown(KeyboardKey.W))
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{
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CameraPlayer1.Position.Z += offsetThisFrame;
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CameraPlayer1.Target.Z += offsetThisFrame;
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}
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else if (IsKeyDown(KeyboardKey.KEY_S))
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else if (IsKeyDown(KeyboardKey.S))
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{
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CameraPlayer1.Position.Z -= offsetThisFrame;
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CameraPlayer1.Target.Z -= offsetThisFrame;
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}
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// Move Player2 forward and backwards (no turning)
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if (IsKeyDown(KeyboardKey.KEY_UP))
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if (IsKeyDown(KeyboardKey.Up))
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{
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CameraPlayer2.Position.X += offsetThisFrame;
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CameraPlayer2.Target.X += offsetThisFrame;
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}
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else if (IsKeyDown(KeyboardKey.KEY_DOWN))
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else if (IsKeyDown(KeyboardKey.Down))
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{
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CameraPlayer2.Position.X -= offsetThisFrame;
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CameraPlayer2.Target.X -= offsetThisFrame;
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@ -129,32 +129,32 @@ public unsafe class SplitScreen
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//----------------------------------------------------------------------------------
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// Draw Player1 view to the render texture
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BeginTextureMode(screenPlayer1);
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ClearBackground(Color.SKYBLUE);
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ClearBackground(Color.SkyBlue);
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BeginMode3D(CameraPlayer1);
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DrawScene();
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EndMode3D();
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DrawText("PLAYER 1 W/S to move", 10, 10, 20, Color.RED);
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DrawText("PLAYER 1 W/S to move", 10, 10, 20, Color.Red);
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EndTextureMode();
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// Draw Player2 view to the render texture
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BeginTextureMode(screenPlayer2);
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ClearBackground(Color.SKYBLUE);
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ClearBackground(Color.SkyBlue);
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BeginMode3D(CameraPlayer2);
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DrawScene();
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EndMode3D();
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DrawText("PLAYER 2 UP/DOWN to move", 10, 10, 20, Color.BLUE);
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DrawText("PLAYER 2 UP/DOWN to move", 10, 10, 20, Color.Blue);
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EndTextureMode();
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// Draw both views render textures to the screen side by side
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BeginDrawing();
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ClearBackground(Color.BLACK);
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ClearBackground(Color.Black);
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DrawTextureRec(screenPlayer1.Texture, splitScreenRect, new Vector2(0, 0), Color.WHITE);
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DrawTextureRec(screenPlayer2.Texture, splitScreenRect, new Vector2(screenWidth / 2.0f, 0), Color.WHITE);
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DrawTextureRec(screenPlayer1.Texture, splitScreenRect, new Vector2(0, 0), Color.White);
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DrawTextureRec(screenPlayer2.Texture, splitScreenRect, new Vector2(screenWidth / 2.0f, 0), Color.White);
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EndDrawing();
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}
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