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chore: clean recommit

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tiger tiger tiger 2026-07-07 23:47:38 +02:00
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/*******************************************************************************************
*
* raylib [shapes] example - ball physics
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by David Buzatto (@davidbuzatto) 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) 2025 David Buzatto (@davidbuzatto)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Raymath;
namespace Examples.Shapes;
public partial class BallPhysics : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int MAX_BALLS = 5000; // Maximum quantity of balls
public string Name => "Shapes / Ball Physics";
public string Title => "raylib [shapes] example - ball physics";
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Ball data type
private struct Ball
{
public Vector2 position;
public Vector2 speed;
public Vector2 prevPosition;
public float radius;
public float friction;
public float elasticity;
public Color color;
public bool grabbed;
}
private Ball[] balls;
private int ballCount;
private int grabbedBallIndex; // Index of the current ball that is grabbed (-1 if none)
private Vector2 pressOffset; // Mouse press offset relative to the ball that grabbedd
private float gravity; // World gravity
private Vector2 windowPosition;
public void Init()
{
balls = new Ball[MAX_BALLS];
// Init first ball in the array
balls[0] = new Ball
{
position = new Vector2(GetScreenWidth()/2.0f, GetScreenHeight()/2.0f),
speed = new Vector2(200, 200),
prevPosition = new Vector2(0, 0),
radius = 40,
friction = 0.99f,
elasticity = 0.9f,
color = Color.Blue,
grabbed = false
};
ballCount = 1;
grabbedBallIndex = -1; // A reference to the current ball that is grabbed
pressOffset = new Vector2(0, 0); // Mouse press offset relative to the ball that grabbedd
gravity = 100; // World gravity
windowPosition = GetWindowPosition();
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
float delta = GetFrameTime();
Vector2 mousePos = GetMousePosition();
// Checks if a ball was grabbed
if (IsMouseButtonPressed(MouseButton.Left))
{
for (int i = ballCount - 1; i >= 0; i--)
{
pressOffset.X = mousePos.X - balls[i].position.X;
pressOffset.Y = mousePos.Y - balls[i].position.Y;
// If the distance between the ball position and the mouse press position
// is less than or equal to the ball radius, the event occurred inside the ball
if (MathF.Sqrt(pressOffset.X*pressOffset.X + pressOffset.Y*pressOffset.Y) <= balls[i].radius)
{
balls[i].grabbed = true;
grabbedBallIndex = i;
break;
}
}
}
// Releases any ball the was grabbed
if (IsMouseButtonReleased(MouseButton.Left))
{
if (grabbedBallIndex != -1)
{
balls[grabbedBallIndex].grabbed = false;
grabbedBallIndex = -1;
}
}
// Creates a new ball
if (IsMouseButtonPressed(MouseButton.Right) || (IsKeyDown(KeyboardKey.LeftControl) && IsMouseButtonDown(MouseButton.Right)))
{
if (ballCount < MAX_BALLS)
{
balls[ballCount++] = new Ball
{
position = mousePos,
speed = new Vector2(GetRandomValue(-300, 300), GetRandomValue(-300, 300)),
prevPosition = new Vector2(0, 0),
radius = 20.0f + GetRandomValue(0, 30),
friction = 0.99f,
elasticity = 0.9f,
color = new Color(GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255),
grabbed = false
};
}
}
// Get window position change for shaking
Vector2 windowPositionDelta = Vector2Subtract(windowPosition, GetWindowPosition());
if (Vector2Length(windowPositionDelta) > 5.0f)
{
for (int i = 0; i < ballCount; i++)
{
if (!balls[i].grabbed) balls[i].speed = Vector2Add(balls[i].speed, Vector2Scale(windowPositionDelta, 10.0f));
}
}
// Shake balls
if (IsMouseButtonPressed(MouseButton.Middle))
{
for (int i = 0; i < ballCount; i++)
{
if (!balls[i].grabbed) balls[i].speed = new Vector2(GetRandomValue(-2000, 2000), GetRandomValue(-2000, 2000));
}
}
// Changes gravity
gravity += GetMouseWheelMove()*5;
// Updates each ball state
for (int i = 0; i < ballCount; i++)
{
// The ball is not grabbed
if (!balls[i].grabbed)
{
// Ball repositioning using the velocity
balls[i].position.X += balls[i].speed.X * delta;
balls[i].position.Y += balls[i].speed.Y * delta;
// Does the ball hit the screen right boundary?
if ((balls[i].position.X + balls[i].radius) >= screenWidth)
{
balls[i].position.X = screenWidth - balls[i].radius; // Ball repositioning
balls[i].speed.X = -balls[i].speed.X*balls[i].elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
}
// Does the ball hit the screen left boundary?
else if ((balls[i].position.X - balls[i].radius) <= 0)
{
balls[i].position.X = balls[i].radius;
balls[i].speed.X = -balls[i].speed.X*balls[i].elasticity;
}
// The same for y axis
if ((balls[i].position.Y + balls[i].radius) >= screenHeight)
{
balls[i].position.Y = screenHeight - balls[i].radius;
balls[i].speed.Y = -balls[i].speed.Y*balls[i].elasticity;
}
else if ((balls[i].position.Y - balls[i].radius) <= 0)
{
balls[i].position.Y = balls[i].radius;
balls[i].speed.Y = -balls[i].speed.Y*balls[i].elasticity;
}
// Friction makes the ball lose 1% of its velocity each frame
balls[i].speed.X = balls[i].speed.X*balls[i].friction;
// Gravity affects only the y axis
balls[i].speed.Y = balls[i].speed.Y*balls[i].friction + gravity;
}
else
{
// Ball repositioning using the mouse position
balls[i].position.X = mousePos.X - pressOffset.X;
balls[i].position.Y = mousePos.Y - pressOffset.Y;
// While the ball is grabbed, recalculates its velocity
balls[i].speed.X = (balls[i].position.X - balls[i].prevPosition.X)/delta;
balls[i].speed.Y = (balls[i].position.Y - balls[i].prevPosition.Y)/delta;
balls[i].prevPosition = balls[i].position;
}
}
windowPosition = GetWindowPosition();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
for (int i = 0; i < ballCount; i++)
{
DrawCircleV(balls[i].position, balls[i].radius, balls[i].color);
DrawCircleLinesV(balls[i].position, balls[i].radius, Color.Black);
}
DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 10, Color.DarkGray);
DrawText("right click to create new balls (keep left control pressed to create a lot)", 10, 30, 10, Color.DarkGray);
DrawText("use mouse wheel to change gravity", 10, 50, 10, Color.DarkGray);
DrawText("middle click to shake", 10, 70, 10, Color.DarkGray);
DrawText($"BALL COUNT: {ballCount}", 10, GetScreenHeight() - 70, 20, Color.Black);
DrawText($"GRAVITY: {gravity:F2}", 10, GetScreenHeight() - 40, 20, Color.Black);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ball physics");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new BallPhysics();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}