WASM examples (+ backports of new official examples) (#344)
* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
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/*******************************************************************************************
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*
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* raylib [models] example - Detect basic 3d collisions (box vs sphere vs box)
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* raylib [models] example - box collisions
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*
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* This example has been created using raylib 1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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* Example originally created with raylib 1.3, last time updated with raylib 3.5
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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) 2015-2025 Ramon Santamaria (@raysan5)
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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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namespace Examples.Models;
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public class BoxCollisions
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public partial class BoxCollisions : IExample
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{
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public static int Main()
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Models / Box Collisions";
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public string Title => "raylib [models] example - box collisions";
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private Camera3D camera;
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private Vector3 playerPosition;
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private Vector3 playerSize;
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private Color playerColor;
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private Vector3 enemyBoxPos;
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private Vector3 enemyBoxSize;
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private Vector3 enemySpherePos;
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private float enemySphereSize;
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private bool collision;
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public void Init()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
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// Define the camera to look into our 3d world
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Camera3D camera = new();
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camera = new();
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camera.Position = new Vector3(0.0f, 10.0f, 10.0f);
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camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 45.0f;
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camera.Projection = CameraProjection.Perspective;
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Vector3 playerPosition = new(0.0f, 1.0f, 2.0f);
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Vector3 playerSize = new(1.0f, 2.0f, 1.0f);
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Color playerColor = Color.Green;
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playerPosition = new(0.0f, 1.0f, 2.0f);
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playerSize = new(1.0f, 2.0f, 1.0f);
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playerColor = Color.Green;
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Vector3 enemyBoxPos = new(-4.0f, 1.0f, 0.0f);
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Vector3 enemyBoxSize = new(2.0f, 2.0f, 2.0f);
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enemyBoxPos = new(-4.0f, 1.0f, 0.0f);
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enemyBoxSize = new(2.0f, 2.0f, 2.0f);
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Vector3 enemySpherePos = new(4.0f, 0.0f, 0.0f);
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float enemySphereSize = 1.5f;
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enemySpherePos = new(4.0f, 0.0f, 0.0f);
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enemySphereSize = 1.5f;
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bool collision = false;
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collision = false;
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}
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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// Move player
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if (IsKeyDown(KeyboardKey.Right))
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{
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playerPosition.X += 0.2f;
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}
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else if (IsKeyDown(KeyboardKey.Left))
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{
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playerPosition.X -= 0.2f;
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}
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else if (IsKeyDown(KeyboardKey.Down))
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{
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playerPosition.Z += 0.2f;
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}
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else if (IsKeyDown(KeyboardKey.Up))
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{
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playerPosition.Z -= 0.2f;
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}
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collision = false;
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// Check collisions player vs enemy-box
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BoundingBox box1 = new(
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playerPosition - (playerSize / 2),
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playerPosition + (playerSize / 2)
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);
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BoundingBox box2 = new(
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enemyBoxPos - (enemyBoxSize / 2),
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enemyBoxPos + (enemyBoxSize / 2)
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);
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if (CheckCollisionBoxes(box1, box2))
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{
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collision = true;
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}
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// Check collisions player vs enemy-sphere
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if (CheckCollisionBoxSphere(box1, enemySpherePos, enemySphereSize))
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{
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collision = true;
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}
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if (collision)
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{
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playerColor = Color.Red;
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}
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else
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{
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playerColor = Color.Green;
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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(Color.RayWhite);
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BeginMode3D(camera);
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// Draw enemy-box
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DrawCube(enemyBoxPos, enemyBoxSize.X, enemyBoxSize.Y, enemyBoxSize.Z, Color.Gray);
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DrawCubeWires(enemyBoxPos, enemyBoxSize.X, enemyBoxSize.Y, enemyBoxSize.Z, Color.DarkGray);
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// Draw enemy-sphere
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DrawSphere(enemySpherePos, enemySphereSize, Color.Gray);
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DrawSphereWires(enemySpherePos, enemySphereSize, 16, 16, Color.DarkGray);
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// Draw player
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DrawCubeV(playerPosition, playerSize, playerColor);
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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DrawText("Move player with arrow keys to collide", 220, 40, 20, Color.Gray);
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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 [models] example - box collisions");
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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 BoxCollisions();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Move player
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if (IsKeyDown(KeyboardKey.Right))
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{
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playerPosition.X += 0.2f;
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}
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else if (IsKeyDown(KeyboardKey.Left))
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{
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playerPosition.X -= 0.2f;
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}
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else if (IsKeyDown(KeyboardKey.Down))
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{
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playerPosition.Z += 0.2f;
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}
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else if (IsKeyDown(KeyboardKey.Up))
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{
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playerPosition.Z -= 0.2f;
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}
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collision = false;
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// Check collisions player vs enemy-box
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BoundingBox box1 = new(
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playerPosition - (playerSize / 2),
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playerPosition + (playerSize / 2)
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);
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BoundingBox box2 = new(
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enemyBoxPos - (enemyBoxSize / 2),
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enemyBoxPos + (enemyBoxSize / 2)
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);
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if (CheckCollisionBoxes(box1, box2))
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{
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collision = true;
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}
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// Check collisions player vs enemy-sphere
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if (CheckCollisionBoxSphere(box1, enemySpherePos, enemySphereSize))
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{
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collision = true;
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}
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if (collision)
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{
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playerColor = Color.Red;
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}
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else
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{
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playerColor = Color.Green;
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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(Color.RayWhite);
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BeginMode3D(camera);
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// Draw enemy-box
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DrawCube(enemyBoxPos, enemyBoxSize.X, enemyBoxSize.Y, enemyBoxSize.Z, Color.Gray);
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DrawCubeWires(enemyBoxPos, enemyBoxSize.X, enemyBoxSize.Y, enemyBoxSize.Z, Color.DarkGray);
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// Draw enemy-sphere
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DrawSphere(enemySpherePos, enemySphereSize, Color.Gray);
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DrawSphereWires(enemySpherePos, enemySphereSize, 16, 16, Color.DarkGray);
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// Draw player
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DrawCubeV(playerPosition, playerSize, playerColor);
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawText("Move player with cursors to collide", 220, 40, 20, Color.Gray);
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DrawFPS(10, 10);
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EndDrawing();
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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();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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