feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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Examples/Shapes/SimpleParticles.cs
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308
Examples/Shapes/SimpleParticles.cs
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/*******************************************************************************************
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*
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* raylib [shapes] example - simple particles
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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 5.6, last time updated with raylib 5.6
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*
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* Example contributed by Jordi Santonja (@JordSant)
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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 Jordi Santonja (@JordSant)
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*
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********************************************************************************************/
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using System;
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Shapes;
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public partial class SimpleParticles : 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 MAX_PARTICLES = 3000; // Max number of particles
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public string Name => "Shapes / Simple Particles";
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public string Title => "raylib [shapes] example - simple particles";
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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private enum ParticleType
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{
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Water = 0,
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Smoke,
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Fire
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}
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private static readonly string[] particleTypeNames = ["WATER", "SMOKE", "FIRE"];
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private struct Particle
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{
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public ParticleType type; // Particle type (WATER, SMOKE, FIRE)
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public Vector2 position; // Particle position on screen
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public Vector2 velocity; // Particle current speed and direction
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public float radius; // Particle radius
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public Color color; // Particle color
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public float lifeTime; // Particle life time
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public bool alive; // Particle alive: inside screen and life time
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}
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// Circular buffer state
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private int head; // Index for the next write
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private int tail; // Index for the next read
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private Particle[] buffer; // Particle buffer array
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// Particle emitter parameters
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private int emissionRate; // Negative: on average every -X frames. Positive: particles per frame
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private ParticleType currentType;
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private Vector2 emitterPosition;
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private Random random;
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public void Init()
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{
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// Definition of particles
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buffer = new Particle[MAX_PARTICLES]; // Particle array
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head = 0;
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tail = 0;
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// Particle emitter parameters
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emissionRate = -2; // Negative: on average every -X frames. Positive: particles per frame
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currentType = ParticleType.Water;
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emitterPosition = new(screenWidth / 2.0f, screenHeight / 2.0f);
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random = new Random();
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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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// Emit new particles: when emissionRate is 1, emit every frame
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if (emissionRate < 0)
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{
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if (random.Next(-emissionRate) == 0) EmitParticle(emitterPosition, currentType);
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}
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else
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{
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for (int i = 0; i <= emissionRate; i++) EmitParticle(emitterPosition, currentType);
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}
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// Update the parameters of each particle
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UpdateParticles(screenWidth, screenHeight);
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// Remove dead particles from the circular buffer
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UpdateCircularBuffer();
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// Change Particle Emission Rate (UP/DOWN arrows)
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if (IsKeyPressed(KeyboardKey.Up)) emissionRate++;
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if (IsKeyPressed(KeyboardKey.Down)) emissionRate--;
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// Change Particle Type (LEFT/RIGHT arrows)
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if (IsKeyPressed(KeyboardKey.Right)) currentType = (currentType == ParticleType.Fire) ? ParticleType.Water : (ParticleType)((int)currentType + 1);
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if (IsKeyPressed(KeyboardKey.Left)) currentType = (currentType == ParticleType.Water) ? ParticleType.Fire : (ParticleType)((int)currentType - 1);
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if (IsMouseButtonDown(MouseButton.Left)) emitterPosition = GetMousePosition();
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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// Call the function with a loop to draw all particles
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DrawParticles();
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// Draw UI and Instructions
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DrawRectangle(5, 5, 315, 75, Fade(Color.SkyBlue, 0.5f));
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DrawRectangleLines(5, 5, 315, 75, Color.Blue);
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DrawText("CONTROLS:", 15, 15, 10, Color.Black);
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DrawText("UP/DOWN: Change Particle Emission Rate", 15, 35, 10, Color.Black);
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DrawText("LEFT/RIGHT: Change Particle Type (Water, Smoke, Fire)", 15, 55, 10, Color.Black);
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if (emissionRate < 0) DrawText($"Particles every {-emissionRate} frames | Type: {particleTypeNames[(int)currentType]}", 15, 95, 10, Color.DarkGray);
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else DrawText($"{emissionRate + 1} Particles per frame | Type: {particleTypeNames[(int)currentType]}", 15, 95, 10, Color.DarkGray);
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DrawFPS(screenWidth - 80, 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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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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private void EmitParticle(Vector2 emitterPosition, ParticleType type)
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{
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int index = AddToCircularBuffer();
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// If buffer is full, index is -1
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if (index != -1)
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{
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ref Particle newParticle = ref buffer[index];
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// Fill particle properties
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newParticle.position = emitterPosition;
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newParticle.alive = true;
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newParticle.lifeTime = 0.0f;
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newParticle.type = type;
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float speed = (float)(random.Next(10)) / 5.0f;
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switch (type)
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{
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case ParticleType.Water:
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{
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newParticle.radius = 5.0f;
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newParticle.color = Color.Blue;
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} break;
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case ParticleType.Smoke:
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{
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newParticle.radius = 7.0f;
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newParticle.color = Color.Gray;
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} break;
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case ParticleType.Fire:
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{
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newParticle.radius = 10.0f;
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newParticle.color = Color.Yellow;
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speed /= 10.0f;
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} break;
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default: break;
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}
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float direction = (float)(random.Next(360));
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newParticle.velocity = new(speed * MathF.Cos(direction * DEG2RAD), speed * MathF.Sin(direction * DEG2RAD));
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}
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}
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private int AddToCircularBuffer()
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{
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int index = -1;
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// Check if buffer full
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if (((head + 1) % MAX_PARTICLES) != tail)
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{
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// Add new particle to the head position and advance head
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index = head;
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head = (head + 1) % MAX_PARTICLES;
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}
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return index;
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}
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private void UpdateParticles(int screenWidth, int screenHeight)
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{
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for (int i = tail; i != head; i = (i + 1) % MAX_PARTICLES)
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{
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// Update particle life and positions
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buffer[i].lifeTime += 1.0f / 60.0f; // 60 FPS -> 1/60 seconds per frame
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switch (buffer[i].type)
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{
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case ParticleType.Water:
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{
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buffer[i].position.X += buffer[i].velocity.X;
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buffer[i].velocity.Y += 0.2f; // Gravity
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buffer[i].position.Y += buffer[i].velocity.Y;
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} break;
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case ParticleType.Smoke:
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{
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buffer[i].position.X += buffer[i].velocity.X;
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buffer[i].velocity.Y -= 0.05f; // Upwards
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buffer[i].position.Y += buffer[i].velocity.Y;
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buffer[i].radius += 0.5f; // Increment radius: smoke expands
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buffer[i].color.A -= 4; // Decrement alpha: smoke fades
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// If alpha transparent, particle dies
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if (buffer[i].color.A < 4) buffer[i].alive = false;
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} break;
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case ParticleType.Fire:
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{
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// Add a little horizontal oscillation to fire particles
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buffer[i].position.X += buffer[i].velocity.X + MathF.Cos(buffer[i].lifeTime * 215.0f);
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buffer[i].velocity.Y -= 0.05f; // Upwards
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buffer[i].position.Y += buffer[i].velocity.Y;
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buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
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buffer[i].color.G -= 3; // Decrement green: fire turns reddish starting from yellow
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// If radius too small, particle dies
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if (buffer[i].radius <= 0.02f) buffer[i].alive = false;
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} break;
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default: break;
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}
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// Disable particle when out of screen
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Vector2 center = buffer[i].position;
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float radius = buffer[i].radius;
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if ((center.X < -radius) || (center.X > (screenWidth + radius)) ||
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(center.Y < -radius) || (center.Y > (screenHeight + radius)))
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{
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buffer[i].alive = false;
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}
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}
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}
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private void UpdateCircularBuffer()
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{
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// Update circular buffer: advance tail over dead particles
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while ((tail != head) && !buffer[tail].alive)
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{
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tail = (tail + 1) % MAX_PARTICLES;
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}
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}
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private void DrawParticles()
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{
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for (int i = tail; i != head; i = (i + 1) % MAX_PARTICLES)
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{
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if (buffer[i].alive)
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{
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DrawCircleV(buffer[i].position,
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buffer[i].radius,
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buffer[i].color);
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}
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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 - simple particles");
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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 SimpleParticles();
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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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