chore: clean recommit
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Examples/Shapes/StarfieldEffect.cs
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Examples/Shapes/StarfieldEffect.cs
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/*******************************************************************************************
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*
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* raylib [shapes] example - starfield effect
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 6.0
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*
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* Example contributed by JP Mortiboys (@themushroompirates) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 JP Mortiboys (@themushroompirates)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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using static Raylib_cs.Raymath; // Required for: Lerp()
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namespace Examples.Shapes;
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public partial class StarfieldEffect : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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private const int STAR_COUNT = 420;
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public string Name => "Shapes / Starfield Effect";
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public string Title => "raylib [shapes] example - starfield effect";
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private Color bgColor;
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// Speed at which we fly forward
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private float speed;
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// We're either drawing lines or circles
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private bool drawLines;
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private Vector3[] stars;
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private Vector2[] starsScreenPos;
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public void Init()
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{
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bgColor = ColorLerp(Color.DarkBlue, Color.Black, 0.69f);
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// Speed at which we fly forward
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speed = 10.0f / 9.0f;
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// We're either drawing lines or circles
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drawLines = true;
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stars = new Vector3[STAR_COUNT];
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starsScreenPos = new Vector2[STAR_COUNT];
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// Setup the stars with a random position
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for (int i = 0; i < STAR_COUNT; i++)
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{
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stars[i].X = (float)GetRandomValue(-screenWidth / 2, (int)screenWidth / 2);
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stars[i].Y = (float)GetRandomValue(-screenHeight / 2, (int)screenHeight / 2);
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stars[i].Z = 1.0f;
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}
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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// Change speed based on mouse
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float mouseMove = GetMouseWheelMove();
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if ((int)mouseMove != 0) speed += 2.0f * mouseMove / 9.0f;
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if (speed < 0.0f) speed = 0.1f;
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else if (speed > 2.0f) speed = 2.0f;
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// Toggle lines / points with space bar
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if (IsKeyPressed(KeyboardKey.Space)) drawLines = !drawLines;
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float dt = GetFrameTime();
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for (int i = 0; i < STAR_COUNT; i++)
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{
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// Update star's timer
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stars[i].Z -= dt * speed;
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// Calculate the screen position
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starsScreenPos[i] = new Vector2(
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screenWidth * 0.5f + stars[i].X / stars[i].Z,
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screenHeight * 0.5f + stars[i].Y / stars[i].Z
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);
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// If the star is too old, or offscreen, it dies and we make a new random one
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if ((stars[i].Z < 0.0f) || (starsScreenPos[i].X < 0) || (starsScreenPos[i].Y < 0.0f) ||
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(starsScreenPos[i].X > screenWidth) || (starsScreenPos[i].Y > screenHeight))
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{
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stars[i].X = (float)GetRandomValue(-screenWidth / 2, screenWidth / 2);
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stars[i].Y = (float)GetRandomValue(-screenHeight / 2, screenHeight / 2);
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stars[i].Z = 1.0f;
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}
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(bgColor);
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for (int i = 0; i < STAR_COUNT; i++)
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{
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if (drawLines)
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{
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// Get the time a little while ago for this star, but clamp it
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float t = Clamp(stars[i].Z + 1.0f / 32.0f, 0.0f, 1.0f);
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// If it's different enough from the current time, we proceed
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if ((t - stars[i].Z) > 1e-3)
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{
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// Calculate the screen position of the old point
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Vector2 startPos = new Vector2(
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screenWidth * 0.5f + stars[i].X / t,
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screenHeight * 0.5f + stars[i].Y / t
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);
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// Draw a line connecting the old point to the current point
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DrawLineV(startPos, starsScreenPos[i], Color.RayWhite);
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}
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}
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else
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{
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// Make the radius grow as the star ages
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float radius = Lerp(stars[i].Z, 1.0f, 5.0f);
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// Draw the circle
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DrawCircleV(starsScreenPos[i], radius, Color.RayWhite);
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}
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}
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DrawText($"[MOUSE WHEEL] Current Speed: {9.0f * speed / 2.0f:F0}", 10, 40, 20, Color.RayWhite);
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DrawText($"[SPACE] Current draw mode: {(drawLines ? "Lines" : "Circles")}", 10, 70, 20, Color.RayWhite);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - starfield effect");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new StarfieldEffect();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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