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chore: clean recommit

This commit is contained in:
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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@ -2,10 +2,14 @@
*
* raylib [textures] example - sprite explosion
*
* 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) 2019 Anata and Ramon Santamaria (@raysan5)
* Example originally created with raylib 2.5, last time updated with raylib 3.5
*
* 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) 2019-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -14,117 +18,144 @@ using static Raylib_cs.Raylib;
namespace Examples.Textures;
public class SpriteExplosion
public partial class SpriteExplosion : IExample
{
const int NumFramesPerLine = 5;
const int NumLines = 5;
private const int NumFramesPerLine = 5;
private const int NumLines = 5;
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Textures / Sprite Explosion";
public string Title => "raylib [textures] example - sprite explosion";
private Sound fxBoom;
private Texture2D explosion;
private int frameWidth;
private int frameHeight;
private int currentFrame;
private int currentLine;
private Rectangle frameRec;
private Vector2 position;
private bool active;
private int framesCounter;
public void Init()
{
InitAudioDevice();
// Load explosion sound
fxBoom = LoadSound("resources/audio/boom.wav");
// Load explosion texture
explosion = LoadTexture("resources/explosion.png");
// Init variables for animation
frameWidth = explosion.Width / NumFramesPerLine; // Sprite one frame rectangle width
frameHeight = explosion.Height / NumLines; // Sprite one frame rectangle height
currentFrame = 0;
currentLine = 0;
frameRec = new(0, 0, frameWidth, frameHeight);
position = new(0.0f, 0.0f);
active = false;
framesCounter = 0;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// Check for mouse button pressed and activate explosion (if not active)
if (IsMouseButtonPressed(MouseButton.Left) && !active)
{
position = GetMousePosition();
active = true;
position.X -= frameWidth / 2;
position.Y -= frameHeight / 2;
PlaySound(fxBoom);
}
// Compute explosion animation frames
if (active)
{
framesCounter++;
if (framesCounter > 2)
{
currentFrame++;
if (currentFrame >= NumFramesPerLine)
{
currentFrame = 0;
currentLine++;
if (currentLine >= NumLines)
{
currentLine = 0;
active = false;
}
}
framesCounter = 0;
}
}
frameRec.X = frameWidth * currentFrame;
frameRec.Y = frameHeight * currentLine;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw explosion required frame rectangle
if (active)
{
DrawTextureRec(explosion, frameRec, position, Color.White);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadTexture(explosion); // Unload texture
UnloadSound(fxBoom); // Unload sound
CloseAudioDevice();
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite explosion");
InitAudioDevice();
// Load explosion sound
Sound fxBoom = LoadSound("resources/audio/boom.wav");
// Load explosion texture
Texture2D explosion = LoadTexture("resources/explosion.png");
// Init variables for animation
// Sprite one frame rectangle width
int frameWidth = explosion.Width / NumFramesPerLine;
// Sprite one frame rectangle height
int frameHeight = explosion.Height / NumLines;
int currentFrame = 0;
int currentLine = 0;
Rectangle frameRec = new(0, 0, frameWidth, frameHeight);
Vector2 position = new(0.0f, 0.0f);
bool active = false;
int framesCounter = 0;
SetTargetFPS(120);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new SpriteExplosion();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Check for mouse button pressed and activate explosion (if not active)
if (IsMouseButtonPressed(MouseButton.Left) && !active)
{
position = GetMousePosition();
active = true;
position.X -= frameWidth / 2;
position.Y -= frameHeight / 2;
PlaySound(fxBoom);
}
// Compute explosion animation frames
if (active)
{
framesCounter++;
if (framesCounter > 2)
{
currentFrame++;
if (currentFrame >= NumFramesPerLine)
{
currentFrame = 0;
currentLine++;
if (currentLine >= NumLines)
{
currentLine = 0;
active = false;
}
}
framesCounter = 0;
}
}
frameRec.X = frameWidth * currentFrame;
frameRec.Y = frameHeight * currentLine;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw explosion required frame rectangle
if (active)
{
DrawTextureRec(explosion, frameRec, position, Color.White);
}
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(explosion);
UnloadSound(fxBoom);
CloseAudioDevice();
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;