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chore: clean recommit

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tiger tiger tiger 2026-07-07 23:29:25 +02:00
commit 8739e3b347
134 changed files with 15442 additions and 10648 deletions

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@ -1,11 +1,15 @@
/*******************************************************************************************
*
* raylib [shapes] example - easings ball anim
* raylib [shapes] example - easings ball
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 2/4
*
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* 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) 2014-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -14,114 +18,138 @@ using Examples.Shared;
namespace Examples.Shapes;
public class EasingsBallAnim
public partial class EasingsBallAnim : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Easings Ball Anim";
public string Title => "raylib [shapes] example - easings ball";
// Ball variable value to be animated with easings
private int ballPositionX;
private int ballRadius;
private float ballAlpha;
private int state;
private int framesCounter;
public void Init()
{
ballPositionX = -100;
ballRadius = 20;
ballAlpha = 0.0f;
state = 0;
framesCounter = 0;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (state == 0) // Move ball position X with easing
{
framesCounter++;
ballPositionX = (int)Easings.EaseElasticOut(framesCounter, -100, screenWidth / 2.0f + 100, 120);
if (framesCounter >= 120)
{
framesCounter = 0;
state = 1;
}
}
else if (state == 1) // Increase ball radius with easing
{
framesCounter++;
ballRadius = (int)Easings.EaseElasticIn(framesCounter, 20, 500, 200);
if (framesCounter >= 200)
{
framesCounter = 0;
state = 2;
}
}
else if (state == 2) // Change ball alpha with easing (background color blending)
{
framesCounter++;
ballAlpha = Easings.EaseCubicOut(framesCounter, 0.0f, 1.0f, 200);
if (framesCounter >= 200)
{
framesCounter = 0;
state = 3;
}
}
else if (state == 3) // Reset state to play again
{
if (IsKeyPressed(KeyboardKey.Enter))
{
// Reset required variables to play again
ballPositionX = -100;
ballRadius = 20;
ballAlpha = 0.0f;
state = 0;
}
}
if (IsKeyPressed(KeyboardKey.R))
{
framesCounter = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (state >= 2)
{
DrawRectangle(0, 0, screenWidth, screenHeight, Color.Green);
}
DrawCircle(ballPositionX, 200, ballRadius, Fade(Color.Red, 1.0f - ballAlpha));
if (state == 3)
{
DrawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, Color.Black);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim");
// Ball variable value to be animated with easings
int ballPositionX = -100;
int ballRadius = 20;
float ballAlpha = 0.0f;
int state = 0;
int framesCounter = 0;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new EasingsBallAnim();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (state == 0) // Move ball position X with easing
{
framesCounter += 1;
ballPositionX = (int)Easings.EaseElasticOut(framesCounter, -100, screenWidth / 2 + 100, 120);
if (framesCounter >= 120)
{
framesCounter = 0;
state = 1;
}
}
// Increase ball radius with easing
else if (state == 1)
{
framesCounter += 1;
ballRadius = (int)Easings.EaseElasticIn(framesCounter, 20, 500, 200);
if (framesCounter >= 200)
{
framesCounter = 0;
state = 2;
}
}
// Change ball alpha with easing (background color blending)
else if (state == 2)
{
framesCounter += 1;
ballAlpha = Easings.EaseCubicOut(framesCounter, 0.0f, 1.0f, 200);
if (framesCounter >= 200)
{
framesCounter = 0;
state = 3;
}
}
// Reset state to play again
else if (state == 3)
{
if (IsKeyPressed(KeyboardKey.Enter))
{
// Reset required variables to play again
ballPositionX = -100;
ballRadius = 20;
ballAlpha = 0.0f;
state = 0;
}
}
if (IsKeyPressed(KeyboardKey.R))
{
framesCounter = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (state >= 2)
{
DrawRectangle(0, 0, screenWidth, screenHeight, Color.Green);
}
DrawCircle(ballPositionX, 200, ballRadius, ColorAlpha(Color.Red, 1.0f - ballAlpha));
if (state == 3)
{
DrawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, Color.Black);
}
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}