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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Examples/Shapes/BallPhysics.cs
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278
Examples/Shapes/BallPhysics.cs
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/*******************************************************************************************
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*
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* raylib [shapes] example - ball physics
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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 6.0, last time updated with raylib 6.0
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*
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* Example contributed by David Buzatto (@davidbuzatto) 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 David Buzatto (@davidbuzatto)
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*
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********************************************************************************************/
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using static Raylib_cs.Raymath;
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namespace Examples.Shapes;
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public partial class BallPhysics : 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_BALLS = 5000; // Maximum quantity of balls
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public string Name => "Shapes / Ball Physics";
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public string Title => "raylib [shapes] example - ball physics";
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Ball data type
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private struct Ball
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{
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public Vector2 position;
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public Vector2 speed;
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public Vector2 prevPosition;
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public float radius;
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public float friction;
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public float elasticity;
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public Color color;
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public bool grabbed;
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}
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private Ball[] balls;
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private int ballCount;
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private int grabbedBallIndex; // Index of the current ball that is grabbed (-1 if none)
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private Vector2 pressOffset; // Mouse press offset relative to the ball that grabbedd
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private float gravity; // World gravity
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private Vector2 windowPosition;
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public void Init()
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{
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balls = new Ball[MAX_BALLS];
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// Init first ball in the array
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balls[0] = new Ball
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{
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position = new Vector2(GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f),
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speed = new Vector2(200, 200),
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prevPosition = new Vector2(0, 0),
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radius = 40,
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friction = 0.99f,
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elasticity = 0.9f,
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color = Color.Blue,
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grabbed = false
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};
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ballCount = 1;
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grabbedBallIndex = -1; // A reference to the current ball that is grabbed
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pressOffset = new Vector2(0, 0); // Mouse press offset relative to the ball that grabbedd
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gravity = 100; // World gravity
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windowPosition = GetWindowPosition();
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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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float delta = GetFrameTime();
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Vector2 mousePos = GetMousePosition();
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// Checks if a ball was grabbed
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if (IsMouseButtonPressed(MouseButton.Left))
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{
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for (int i = ballCount - 1; i >= 0; i--)
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{
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pressOffset.X = mousePos.X - balls[i].position.X;
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pressOffset.Y = mousePos.Y - balls[i].position.Y;
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// If the distance between the ball position and the mouse press position
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// is less than or equal to the ball radius, the event occurred inside the ball
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if (MathF.Sqrt(pressOffset.X * pressOffset.X + pressOffset.Y * pressOffset.Y) <= balls[i].radius)
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{
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balls[i].grabbed = true;
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grabbedBallIndex = i;
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break;
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}
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}
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}
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// Releases any ball the was grabbed
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if (IsMouseButtonReleased(MouseButton.Left))
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{
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if (grabbedBallIndex != -1)
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{
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balls[grabbedBallIndex].grabbed = false;
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grabbedBallIndex = -1;
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}
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}
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// Creates a new ball
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if (IsMouseButtonPressed(MouseButton.Right) || (IsKeyDown(KeyboardKey.LeftControl) && IsMouseButtonDown(MouseButton.Right)))
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{
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if (ballCount < MAX_BALLS)
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{
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balls[ballCount++] = new Ball
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{
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position = mousePos,
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speed = new Vector2(GetRandomValue(-300, 300), GetRandomValue(-300, 300)),
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prevPosition = new Vector2(0, 0),
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radius = 20.0f + GetRandomValue(0, 30),
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friction = 0.99f,
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elasticity = 0.9f,
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color = new Color(GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255),
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grabbed = false
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};
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}
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}
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// Get window position change for shaking
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Vector2 windowPositionDelta = Vector2Subtract(windowPosition, GetWindowPosition());
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if (Vector2Length(windowPositionDelta) > 5.0f)
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{
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for (int i = 0; i < ballCount; i++)
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{
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if (!balls[i].grabbed)
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{
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balls[i].speed = Vector2Add(balls[i].speed, Vector2Scale(windowPositionDelta, 10.0f));
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}
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}
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}
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// Shake balls
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if (IsMouseButtonPressed(MouseButton.Middle))
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{
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for (int i = 0; i < ballCount; i++)
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{
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if (!balls[i].grabbed)
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{
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balls[i].speed = new Vector2(GetRandomValue(-2000, 2000), GetRandomValue(-2000, 2000));
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}
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}
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}
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// Changes gravity
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gravity += GetMouseWheelMove() * 5;
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// Updates each ball state
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for (int i = 0; i < ballCount; i++)
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{
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// The ball is not grabbed
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if (!balls[i].grabbed)
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{
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// Ball repositioning using the velocity
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balls[i].position.X += balls[i].speed.X * delta;
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balls[i].position.Y += balls[i].speed.Y * delta;
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// Does the ball hit the screen right boundary?
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if ((balls[i].position.X + balls[i].radius) >= screenWidth)
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{
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balls[i].position.X = screenWidth - balls[i].radius; // Ball repositioning
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balls[i].speed.X = -balls[i].speed.X * balls[i].elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
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}
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// Does the ball hit the screen left boundary?
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else if ((balls[i].position.X - balls[i].radius) <= 0)
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{
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balls[i].position.X = balls[i].radius;
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balls[i].speed.X = -balls[i].speed.X * balls[i].elasticity;
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}
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// The same for y axis
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if ((balls[i].position.Y + balls[i].radius) >= screenHeight)
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{
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balls[i].position.Y = screenHeight - balls[i].radius;
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balls[i].speed.Y = -balls[i].speed.Y * balls[i].elasticity;
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}
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else if ((balls[i].position.Y - balls[i].radius) <= 0)
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{
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balls[i].position.Y = balls[i].radius;
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balls[i].speed.Y = -balls[i].speed.Y * balls[i].elasticity;
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}
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// Friction makes the ball lose 1% of its velocity each frame
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balls[i].speed.X = balls[i].speed.X * balls[i].friction;
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// Gravity affects only the y axis
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balls[i].speed.Y = balls[i].speed.Y * balls[i].friction + gravity;
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}
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else
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{
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// Ball repositioning using the mouse position
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balls[i].position.X = mousePos.X - pressOffset.X;
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balls[i].position.Y = mousePos.Y - pressOffset.Y;
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// While the ball is grabbed, recalculates its velocity
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balls[i].speed.X = (balls[i].position.X - balls[i].prevPosition.X) / delta;
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balls[i].speed.Y = (balls[i].position.Y - balls[i].prevPosition.Y) / delta;
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balls[i].prevPosition = balls[i].position;
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}
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}
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windowPosition = GetWindowPosition();
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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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for (int i = 0; i < ballCount; i++)
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{
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DrawCircleV(balls[i].position, balls[i].radius, balls[i].color);
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DrawCircleLinesV(balls[i].position, balls[i].radius, Color.Black);
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}
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DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 10, Color.DarkGray);
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DrawText("right click to create new balls (keep left control pressed to create a lot)", 10, 30, 10, Color.DarkGray);
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DrawText("use mouse wheel to change gravity", 10, 50, 10, Color.DarkGray);
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DrawText("middle click to shake", 10, 70, 10, Color.DarkGray);
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DrawText($"BALL COUNT: {ballCount}", 10, GetScreenHeight() - 70, 20, Color.Black);
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DrawText($"GRAVITY: {gravity:F2}", 10, GetScreenHeight() - 40, 20, Color.Black);
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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 - ball physics");
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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 BallPhysics();
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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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@ -1,79 +1,115 @@
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/*******************************************************************************************
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*
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* raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...)
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* raylib [shapes] example - basic shapes
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*
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* This example has been created using raylib 1.0 (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) 2014 Ramon Santamaria (@raysan5)
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* Example originally created with raylib 1.0, last time updated with raylib 4.2
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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) 2014-2025 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.Shapes;
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public class BasicShapes
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public partial class BasicShapes : 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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public string Name => "Shapes / Basic Shapes";
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public string Title => "raylib [shapes] example - basic shapes";
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private float rotation;
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public void Init()
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{
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rotation = 0.0f;
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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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rotation += 0.2f;
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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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DrawText("some basic shapes available on raylib", 20, 20, 20, Color.DarkGray);
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// Circle shapes and lines
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DrawCircle(screenWidth / 5, 120, 35, Color.DarkBlue);
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DrawCircleGradient(new Vector2(screenWidth / 5.0f, 220.0f), 60, Color.Green, Color.SkyBlue);
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DrawCircleLines(screenWidth / 5, 340, 80, Color.DarkBlue);
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DrawEllipse(screenWidth / 5, 120, 25, 20, Color.Yellow);
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DrawEllipseLines(screenWidth / 5, 120, 30, 25, Color.Yellow);
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// Rectangle shapes and lines
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DrawRectangle(screenWidth / 4 * 2 - 60, 100, 120, 60, Color.Red);
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DrawRectangleGradientH(screenWidth / 4 * 2 - 90, 170, 180, 130, Color.Maroon, Color.Gold);
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DrawRectangleLines(screenWidth / 4 * 2 - 40, 320, 80, 60, Color.Orange); // NOTE: Uses QUADS internally, not lines
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// Triangle shapes and lines
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DrawTriangle(
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new Vector2(screenWidth / 4.0f * 3.0f, 80.0f),
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new Vector2(screenWidth / 4.0f * 3.0f - 60.0f, 150.0f),
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new Vector2(screenWidth / 4.0f * 3.0f + 60.0f, 150.0f), Color.Violet
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);
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DrawTriangleLines(
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new Vector2(screenWidth / 4.0f * 3.0f, 160.0f),
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new Vector2(screenWidth / 4.0f * 3.0f - 20.0f, 230.0f),
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new Vector2(screenWidth / 4.0f * 3.0f + 20.0f, 230.0f), Color.DarkBlue
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);
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// Polygon shapes and lines
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DrawPoly(new Vector2(screenWidth / 4.0f * 3, 330), 6, 80, rotation, Color.Brown);
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DrawPolyLines(new Vector2(screenWidth / 4.0f * 3, 330), 6, 90, rotation, Color.Brown);
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DrawPolyLinesEx(new Vector2(screenWidth / 4.0f * 3, 330), 6, 85, rotation, 6, Color.Beige);
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// NOTE: We draw all LINES based shapes together to optimize internal drawing,
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// this way, all LINES are rendered in a single draw pass
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DrawLine(18, 42, screenWidth - 18, 42, Color.Black);
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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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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes");
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
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SetTargetFPS(60);
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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 BasicShapes();
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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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// TODO: Update your variables here
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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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DrawText("some basic shapes available on raylib", 20, 20, 20, Color.DarkGray);
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DrawLine(18, 42, screenWidth - 18, 42, Color.Black);
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DrawCircle(screenWidth / 4, 120, 35, Color.DarkBlue);
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DrawCircleGradient(new Vector2(screenWidth / 4, 220), 60, Color.Green, Color.SkyBlue);
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DrawCircleLines(screenWidth / 4, 340, 80, Color.DarkBlue);
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DrawRectangle(screenWidth / 4 * 2 - 60, 100, 120, 60, Color.Red);
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DrawRectangleGradientH(screenWidth / 4 * 2 - 90, 170, 180, 130, Color.Maroon, Color.Gold);
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DrawRectangleLines(screenWidth / 4 * 2 - 40, 320, 80, 60, Color.Orange);
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DrawTriangle(
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new Vector2(screenWidth / 4 * 3, 80),
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new Vector2(screenWidth / 4 * 3 - 60, 150),
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new Vector2(screenWidth / 4 * 3 + 60, 150), Color.Violet
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);
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DrawTriangleLines(
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new Vector2(screenWidth / 4 * 3, 160),
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new Vector2(screenWidth / 4 * 3 - 20, 230),
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new Vector2(screenWidth / 4 * 3 + 20, 230), Color.DarkBlue
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);
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DrawPoly(new Vector2(screenWidth / 4 * 3, 320), 6, 80, 0, Color.Brown);
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||||
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EndDrawing();
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||||
//----------------------------------------------------------------------------------
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||||
game.Update();
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||||
}
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||||
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game.Unload();
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||||
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// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
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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;
|
||||
|
|
|
|||
|
|
@ -2,95 +2,151 @@
|
|||
*
|
||||
* raylib [shapes] example - bouncing ball
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Copyright (c) 2013 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||
*
|
||||
* Example contributed by Ramon Santamaria (@raysan5), reviewed by Jopestpe (@jopestpe)
|
||||
*
|
||||
* 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) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class BouncingBall
|
||||
public partial class BouncingBall : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Bouncing Ball";
|
||||
|
||||
public string Title => "raylib [shapes] example - bouncing ball";
|
||||
|
||||
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
|
||||
|
||||
private Vector2 ballPosition;
|
||||
private Vector2 ballSpeed;
|
||||
private int ballRadius;
|
||||
private float gravity;
|
||||
|
||||
private bool useGravity;
|
||||
private bool pause;
|
||||
private int framesCounter;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
ballPosition = new(GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f);
|
||||
ballSpeed = new(5.0f, 4.0f);
|
||||
ballRadius = 20;
|
||||
gravity = 0.2f;
|
||||
|
||||
useGravity = true;
|
||||
pause = false;
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
if (IsKeyPressed(KeyboardKey.G))
|
||||
{
|
||||
useGravity = !useGravity;
|
||||
}
|
||||
if (IsKeyPressed(KeyboardKey.Space))
|
||||
{
|
||||
pause = !pause;
|
||||
}
|
||||
|
||||
if (!pause)
|
||||
{
|
||||
ballPosition.X += ballSpeed.X;
|
||||
ballPosition.Y += ballSpeed.Y;
|
||||
|
||||
if (useGravity)
|
||||
{
|
||||
ballSpeed.Y += gravity;
|
||||
}
|
||||
|
||||
// Check walls collision for bouncing
|
||||
if ((ballPosition.X >= (GetScreenWidth() - ballRadius)) || (ballPosition.X <= ballRadius))
|
||||
{
|
||||
ballSpeed.X *= -1.0f;
|
||||
}
|
||||
if ((ballPosition.Y >= (GetScreenHeight() - ballRadius)) || (ballPosition.Y <= ballRadius))
|
||||
{
|
||||
ballSpeed.Y *= -0.95f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
framesCounter++;
|
||||
}
|
||||
//-----------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//-----------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawCircleV(ballPosition, (float)ballRadius, Color.Maroon);
|
||||
DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, Color.LightGray);
|
||||
|
||||
if (useGravity)
|
||||
{
|
||||
DrawText("GRAVITY: ON (Press G to disable)", 10, GetScreenHeight() - 50, 20, Color.DarkGreen);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText("GRAVITY: OFF (Press G to enable)", 10, GetScreenHeight() - 50, 20, Color.Red);
|
||||
}
|
||||
|
||||
// On pause, we draw a blinking message
|
||||
if (pause && ((framesCounter / 30) % 2) != 0)
|
||||
{
|
||||
DrawText("PAUSED", 350, 200, 30, Color.Gray);
|
||||
}
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//-----------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball");
|
||||
|
||||
Vector2 ballPosition = new(GetScreenWidth() / 2, GetScreenHeight() / 2);
|
||||
Vector2 ballSpeed = new(5.0f, 4.0f);
|
||||
int ballRadius = 20;
|
||||
|
||||
bool pause = false;
|
||||
int framesCounter = 0;
|
||||
|
||||
SetTargetFPS(60);
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//----------------------------------------------------------
|
||||
|
||||
var game = new BouncingBall();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
if (IsKeyPressed(KeyboardKey.Space))
|
||||
{
|
||||
pause = !pause;
|
||||
}
|
||||
|
||||
if (!pause)
|
||||
{
|
||||
ballPosition.X += ballSpeed.X;
|
||||
ballPosition.Y += ballSpeed.Y;
|
||||
|
||||
// Check walls collision for bouncing
|
||||
if ((ballPosition.X >= (GetScreenWidth() - ballRadius)) || (ballPosition.X <= ballRadius))
|
||||
{
|
||||
ballSpeed.X *= -1.0f;
|
||||
}
|
||||
if ((ballPosition.Y >= (GetScreenHeight() - ballRadius)) || (ballPosition.Y <= ballRadius))
|
||||
{
|
||||
ballSpeed.Y *= -1.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
framesCounter += 1;
|
||||
}
|
||||
//-----------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//-----------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawCircleV(ballPosition, ballRadius, Color.Maroon);
|
||||
DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, Color.LightGray);
|
||||
|
||||
// On pause, we draw a blinking message
|
||||
if (pause && ((framesCounter / 30) % 2) == 0)
|
||||
{
|
||||
DrawText("PAUSED", 350, 200, 30, Color.Gray);
|
||||
}
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//-----------------------------------------------------
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//---------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
319
Examples/Shapes/BulletHell.cs
Normal file
319
Examples/Shapes/BulletHell.cs
Normal file
|
|
@ -0,0 +1,319 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - bullet hell
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Zero (@zerohorsepower) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* 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) 2025 Zero (@zerohorsepower)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public partial class BulletHell : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
private const int MAX_BULLETS = 500000; // Max bullets to be processed
|
||||
|
||||
public string Name => "Shapes / Bullet Hell";
|
||||
|
||||
public string Title => "raylib [shapes] example - bullet hell";
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
private struct Bullet
|
||||
{
|
||||
public Vector2 position; // Bullet position on screen
|
||||
public Vector2 acceleration; // Amount of pixels to be incremented to position every frame
|
||||
public bool disabled; // Skip processing and draw case out of screen
|
||||
public Color color; // Bullet color
|
||||
}
|
||||
|
||||
// Bullets definition
|
||||
private Bullet[] bullets;
|
||||
private int bulletCount;
|
||||
private int bulletDisabledCount; // Used to calculate how many bullets are on screen
|
||||
private int bulletRadius;
|
||||
private float bulletSpeed;
|
||||
private int bulletRows;
|
||||
private Color[] bulletColor;
|
||||
|
||||
// Spawner variables
|
||||
private float baseDirection;
|
||||
private int angleIncrement; // After spawn all bullet rows, increment this value on the baseDirection for next the frame
|
||||
private float spawnCooldown;
|
||||
private float spawnCooldownTimer;
|
||||
|
||||
// Magic circle
|
||||
private float magicCircleRotation;
|
||||
|
||||
// Used on performance drawing
|
||||
private RenderTexture2D bulletTexture;
|
||||
|
||||
private bool drawInPerformanceMode; // Switch between DrawCircle() and DrawTexture()
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Bullets definition
|
||||
bullets = new Bullet[MAX_BULLETS]; // Bullets array
|
||||
bulletCount = 0;
|
||||
bulletDisabledCount = 0;
|
||||
bulletRadius = 10;
|
||||
bulletSpeed = 3.0f;
|
||||
bulletRows = 6;
|
||||
bulletColor = new[] { Color.Red, Color.Blue };
|
||||
|
||||
// Spawner variables
|
||||
baseDirection = 0;
|
||||
angleIncrement = 5;
|
||||
spawnCooldown = 2;
|
||||
spawnCooldownTimer = spawnCooldown;
|
||||
|
||||
// Magic circle
|
||||
magicCircleRotation = 0;
|
||||
|
||||
// Used on performance drawing
|
||||
bulletTexture = LoadRenderTexture(24, 24);
|
||||
|
||||
// Draw circle to bullet texture, then draw bullet using DrawTexture()
|
||||
// NOTE: This is done to improve the performance, since DrawCircle() is very slow
|
||||
BeginTextureMode(bulletTexture);
|
||||
DrawCircle(12, 12, (float)bulletRadius, Color.White);
|
||||
DrawCircleLines(12, 12, (float)bulletRadius, Color.Black);
|
||||
EndTextureMode();
|
||||
|
||||
drawInPerformanceMode = true;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Reset the bullet index
|
||||
// New bullets will replace the old ones that are already disabled due to out-of-screen
|
||||
if (bulletCount >= MAX_BULLETS)
|
||||
{
|
||||
bulletCount = 0;
|
||||
bulletDisabledCount = 0;
|
||||
}
|
||||
|
||||
spawnCooldownTimer--;
|
||||
if (spawnCooldownTimer < 0)
|
||||
{
|
||||
spawnCooldownTimer = spawnCooldown;
|
||||
|
||||
// Spawn bullets
|
||||
float degreesPerRow = 360.0f / bulletRows;
|
||||
for (int row = 0; row < bulletRows; row++)
|
||||
{
|
||||
if (bulletCount < MAX_BULLETS)
|
||||
{
|
||||
bullets[bulletCount].position = new Vector2((float)screenWidth / 2, (float)screenHeight / 2);
|
||||
bullets[bulletCount].disabled = false;
|
||||
bullets[bulletCount].color = bulletColor[row % 2];
|
||||
|
||||
float bulletDirection = baseDirection + (degreesPerRow * row);
|
||||
|
||||
// Bullet speed*bullet direction, this will determine how much pixels will be incremented/decremented
|
||||
// from the bullet position every frame. Since the bullets doesn't change its direction and speed,
|
||||
// only need to calculate it at the spawning time
|
||||
// 0 degrees = right, 90 degrees = down, 180 degrees = left and 270 degrees = up, basically clockwise
|
||||
// Case you want it to be anti-clockwise, add "* -1" at the y acceleration
|
||||
bullets[bulletCount].acceleration = new Vector2(
|
||||
bulletSpeed * MathF.Cos(bulletDirection * DEG2RAD),
|
||||
bulletSpeed * MathF.Sin(bulletDirection * DEG2RAD)
|
||||
);
|
||||
|
||||
bulletCount++;
|
||||
}
|
||||
}
|
||||
|
||||
baseDirection += angleIncrement;
|
||||
}
|
||||
|
||||
// Update bullets position based on its acceleration
|
||||
for (int i = 0; i < bulletCount; i++)
|
||||
{
|
||||
// Only update bullet if inside the screen
|
||||
if (!bullets[i].disabled)
|
||||
{
|
||||
bullets[i].position.X += bullets[i].acceleration.X;
|
||||
bullets[i].position.Y += bullets[i].acceleration.Y;
|
||||
|
||||
// Disable bullet if out of screen
|
||||
if ((bullets[i].position.X < -bulletRadius * 2) ||
|
||||
(bullets[i].position.X > screenWidth + bulletRadius * 2) ||
|
||||
(bullets[i].position.Y < -bulletRadius * 2) ||
|
||||
(bullets[i].position.Y > screenHeight + bulletRadius * 2))
|
||||
{
|
||||
bullets[i].disabled = true;
|
||||
bulletDisabledCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Input logic
|
||||
if ((IsKeyPressed(KeyboardKey.Right) || IsKeyPressed(KeyboardKey.D)) && (bulletRows < 359))
|
||||
{
|
||||
bulletRows++;
|
||||
}
|
||||
|
||||
if ((IsKeyPressed(KeyboardKey.Left) || IsKeyPressed(KeyboardKey.A)) && (bulletRows > 1))
|
||||
{
|
||||
bulletRows--;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.Up) || IsKeyPressed(KeyboardKey.W))
|
||||
{
|
||||
bulletSpeed += 0.25f;
|
||||
}
|
||||
|
||||
if ((IsKeyPressed(KeyboardKey.Down) || IsKeyPressed(KeyboardKey.S)) && (bulletSpeed > 0.50f))
|
||||
{
|
||||
bulletSpeed -= 0.25f;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.Z) && (spawnCooldown > 1))
|
||||
{
|
||||
spawnCooldown--;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.X))
|
||||
{
|
||||
spawnCooldown++;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.Enter))
|
||||
{
|
||||
drawInPerformanceMode = !drawInPerformanceMode;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Space))
|
||||
{
|
||||
angleIncrement += 1;
|
||||
angleIncrement %= 360;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.C))
|
||||
{
|
||||
bulletCount = 0;
|
||||
bulletDisabledCount = 0;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
// Draw magic circle
|
||||
magicCircleRotation++;
|
||||
DrawRectanglePro(new Rectangle((float)screenWidth / 2, (float)screenHeight / 2, 120, 120),
|
||||
new Vector2(60.0f, 60.0f), magicCircleRotation, Color.Purple);
|
||||
DrawRectanglePro(new Rectangle((float)screenWidth / 2, (float)screenHeight / 2, 120, 120),
|
||||
new Vector2(60.0f, 60.0f), magicCircleRotation + 45, Color.Purple);
|
||||
DrawCircleLines(screenWidth / 2, screenHeight / 2, 70, Color.Black);
|
||||
DrawCircleLines(screenWidth / 2, screenHeight / 2, 50, Color.Black);
|
||||
DrawCircleLines(screenWidth / 2, screenHeight / 2, 30, Color.Black);
|
||||
|
||||
// Draw bullets
|
||||
if (drawInPerformanceMode)
|
||||
{
|
||||
// Draw bullets using pre-rendered texture containing circle
|
||||
for (int i = 0; i < bulletCount; i++)
|
||||
{
|
||||
// Do not draw disabled bullets (out of screen)
|
||||
if (!bullets[i].disabled)
|
||||
{
|
||||
DrawTexture(bulletTexture.Texture,
|
||||
(int)(bullets[i].position.X - bulletTexture.Texture.Width * 0.5f),
|
||||
(int)(bullets[i].position.Y - bulletTexture.Texture.Height * 0.5f),
|
||||
bullets[i].color);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw bullets using DrawCircle(), less performant
|
||||
for (int i = 0; i < bulletCount; i++)
|
||||
{
|
||||
// Do not draw disabled bullets (out of screen)
|
||||
if (!bullets[i].disabled)
|
||||
{
|
||||
DrawCircleV(bullets[i].position, (float)bulletRadius, bullets[i].color);
|
||||
DrawCircleLinesV(bullets[i].position, (float)bulletRadius, Color.Black);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw UI
|
||||
DrawRectangle(10, 10, 280, 150, new Color(0, 0, 0, 200));
|
||||
DrawText("Controls:", 20, 20, 10, Color.LightGray);
|
||||
DrawText("- Right/Left or A/D: Change rows number", 40, 40, 10, Color.LightGray);
|
||||
DrawText("- Up/Down or W/S: Change bullet speed", 40, 60, 10, Color.LightGray);
|
||||
DrawText("- Z or X: Change spawn cooldown", 40, 80, 10, Color.LightGray);
|
||||
DrawText("- Space (Hold): Change the angle increment", 40, 100, 10, Color.LightGray);
|
||||
DrawText("- Enter: Switch draw method (Performance)", 40, 120, 10, Color.LightGray);
|
||||
DrawText("- C: Clear bullets", 40, 140, 10, Color.LightGray);
|
||||
|
||||
DrawRectangle(610, 10, 170, 30, new Color(0, 0, 0, 200));
|
||||
if (drawInPerformanceMode)
|
||||
{
|
||||
DrawText("Draw method: DrawTexture(*)", 620, 20, 10, Color.Green);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText("Draw method: DrawCircle(*)", 620, 20, 10, Color.Red);
|
||||
}
|
||||
|
||||
DrawRectangle(135, 410, 530, 30, new Color(0, 0, 0, 200));
|
||||
DrawText($"[ FPS: {GetFPS()}, Bullets: {bulletCount - bulletDisabledCount}, Rows: {bulletRows}, Bullet speed: {bulletSpeed:F2}, Angle increment per frame: {angleIncrement}, Cooldown: {spawnCooldown:F0} ]",
|
||||
155, 420, 10, Color.Green);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadRenderTexture(bulletTexture); // Unload bullet texture
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bullet hell");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new BulletHell();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
251
Examples/Shapes/ClockOfClocks.cs
Normal file
251
Examples/Shapes/ClockOfClocks.cs
Normal file
|
|
@ -0,0 +1,251 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - clock of clocks
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 6.0
|
||||
*
|
||||
* Example contributed by JP Mortiboys (@themushroompirates) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* 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) 2025 JP Mortiboys (@themushroompirates)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using static Raylib_cs.Raymath; // Required for: Lerp(), Clamp()
|
||||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public partial class ClockOfClocks : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Clock of Clocks";
|
||||
|
||||
public string Title => "raylib [shapes] example - clock of clocks";
|
||||
|
||||
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
|
||||
|
||||
private Color bgColor;
|
||||
private Color handsColor;
|
||||
|
||||
private const float clockFaceSize = 24;
|
||||
private const float clockFaceSpacing = 8.0f;
|
||||
private const float sectionSpacing = 16.0f;
|
||||
|
||||
private static readonly Vector2 TL = new(0.0f, 90.0f); // Top-left corner
|
||||
private static readonly Vector2 TR = new(90.0f, 180.0f); // Top-right corner
|
||||
private static readonly Vector2 BR = new(180.0f, 270.0f); // Bottom-right corner
|
||||
private static readonly Vector2 BL = new(0.0f, 270.0f); // Bottom-left corner
|
||||
private static readonly Vector2 HH = new(0.0f, 180.0f); // Horizontal line
|
||||
private static readonly Vector2 VV = new(90.0f, 270.0f); // Vertical line
|
||||
private static readonly Vector2 ZZ = new(135.0f, 135.0f); // Not relevant
|
||||
|
||||
private Vector2[,] digitAngles;
|
||||
|
||||
// Time for the hands to move to the new position (in seconds); this must be <1s
|
||||
private const float handsMoveDuration = 0.5f;
|
||||
|
||||
private int prevSeconds;
|
||||
private Vector2[,] currentAngles;
|
||||
private Vector2[,] srcAngles;
|
||||
private Vector2[,] dstAngles;
|
||||
|
||||
private float handsMoveTimer;
|
||||
private int hourMode;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
bgColor = ColorLerp(Color.DarkBlue, Color.Black, 0.75f);
|
||||
handsColor = ColorLerp(Color.Yellow, Color.RayWhite, .25f);
|
||||
|
||||
digitAngles = new Vector2[10, 24]
|
||||
{
|
||||
/* 0 */ { TL, HH, HH, TR, /* */ VV, TL, TR, VV, /* */ VV, VV, VV, VV, /* */ VV, VV, VV, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, HH, BR },
|
||||
/* 1 */ { TL, HH, TR, ZZ, /* */ BL, TR, VV, ZZ, /* */ ZZ, VV, VV, ZZ, /* */ ZZ, VV, VV, ZZ, /* */ TL, BR, BL, TR, /* */ BL, HH, HH, BR },
|
||||
/* 2 */ { TL, HH, HH, TR, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ VV, TL, HH, BR, /* */ VV, BL, HH, TR, /* */ BL, HH, HH, BR },
|
||||
/* 3 */ { TL, HH, HH, TR, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ BL, HH, HH, BR },
|
||||
/* 4 */ { TL, TR, TL, TR, /* */ VV, VV, VV, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, TR, VV, /* */ ZZ, ZZ, VV, VV, /* */ ZZ, ZZ, BL, BR },
|
||||
/* 5 */ { TL, HH, HH, TR, /* */ VV, TL, HH, BR, /* */ VV, BL, HH, TR, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ BL, HH, HH, BR },
|
||||
/* 6 */ { TL, HH, HH, TR, /* */ VV, TL, HH, BR, /* */ VV, BL, HH, TR, /* */ VV, TL, TR, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, HH, BR },
|
||||
/* 7 */ { TL, HH, HH, TR, /* */ BL, HH, TR, VV, /* */ ZZ, ZZ, VV, VV, /* */ ZZ, ZZ, VV, VV, /* */ ZZ, ZZ, VV, VV, /* */ ZZ, ZZ, BL, BR },
|
||||
/* 8 */ { TL, HH, HH, TR, /* */ VV, TL, TR, VV, /* */ VV, BL, BR, VV, /* */ VV, TL, TR, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, HH, BR },
|
||||
/* 9 */ { TL, HH, HH, TR, /* */ VV, TL, TR, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ BL, HH, HH, BR },
|
||||
};
|
||||
|
||||
prevSeconds = -1;
|
||||
currentAngles = new Vector2[6, 24];
|
||||
srcAngles = new Vector2[6, 24];
|
||||
dstAngles = new Vector2[6, 24];
|
||||
|
||||
handsMoveTimer = 0.0f;
|
||||
hourMode = 24;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Get the current time
|
||||
DateTime timeinfo = DateTime.Now;
|
||||
|
||||
if (timeinfo.Second != prevSeconds)
|
||||
{
|
||||
// The time has changed, so we need to move the hands to the new positions
|
||||
prevSeconds = timeinfo.Second;
|
||||
|
||||
// Format the current time so we can access the individual digits
|
||||
string clockDigits = $"{timeinfo.Hour % hourMode:D2}{timeinfo.Minute:D2}{timeinfo.Second:D2}";
|
||||
|
||||
// Fetch where we want all the hands to be
|
||||
for (int digit = 0; digit < 6; digit++)
|
||||
{
|
||||
for (int cell = 0; cell < 24; cell++)
|
||||
{
|
||||
srcAngles[digit, cell] = currentAngles[digit, cell];
|
||||
dstAngles[digit, cell] = digitAngles[clockDigits[digit] - '0', cell];
|
||||
|
||||
// Quick exception for 12h mode
|
||||
if ((digit == 0) && (hourMode == 12) && (clockDigits[0] == '0'))
|
||||
{
|
||||
dstAngles[digit, cell] = ZZ;
|
||||
}
|
||||
|
||||
if (srcAngles[digit, cell].X > dstAngles[digit, cell].X)
|
||||
{
|
||||
srcAngles[digit, cell].X -= 360.0f;
|
||||
}
|
||||
|
||||
if (srcAngles[digit, cell].Y > dstAngles[digit, cell].Y)
|
||||
{
|
||||
srcAngles[digit, cell].Y -= 360.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Reset the timer
|
||||
handsMoveTimer = -GetFrameTime();
|
||||
}
|
||||
|
||||
// Now let's animate all the hands if we need to
|
||||
if (handsMoveTimer < handsMoveDuration)
|
||||
{
|
||||
// Increase the timer but don't go above the maximum
|
||||
handsMoveTimer = Clamp(handsMoveTimer + GetFrameTime(), 0, handsMoveDuration);
|
||||
|
||||
// Calculate the % completion of the animation
|
||||
float t = handsMoveTimer / handsMoveDuration;
|
||||
|
||||
// A little cheeky smoothstep
|
||||
t = t * t * (3.0f - 2.0f * t);
|
||||
|
||||
for (int digit = 0; digit < 6; digit++)
|
||||
{
|
||||
for (int cell = 0; cell < 24; cell++)
|
||||
{
|
||||
currentAngles[digit, cell].X = Lerp(srcAngles[digit, cell].X, dstAngles[digit, cell].X, t);
|
||||
currentAngles[digit, cell].Y = Lerp(srcAngles[digit, cell].Y, dstAngles[digit, cell].Y, t);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Handle input
|
||||
if (IsKeyPressed(KeyboardKey.Space))
|
||||
{
|
||||
hourMode = 36 - hourMode; // Toggle between 12 and 24 hour mode with space
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(bgColor);
|
||||
|
||||
DrawText($"{hourMode}-h mode, space to change", 10, 30, 20, Color.RayWhite);
|
||||
|
||||
float xOffset = 4.0f;
|
||||
|
||||
for (int digit = 0; digit < 6; digit++)
|
||||
{
|
||||
for (int row = 0; row < 6; row++)
|
||||
{
|
||||
for (int col = 0; col < 4; col++)
|
||||
{
|
||||
Vector2 centre = new(
|
||||
xOffset + col * (clockFaceSize + clockFaceSpacing) + clockFaceSize * 0.5f,
|
||||
100 + row * (clockFaceSize + clockFaceSpacing) + clockFaceSize * 0.5f
|
||||
);
|
||||
|
||||
DrawRing(centre, clockFaceSize * 0.5f - 2.0f, clockFaceSize * 0.5f, 0, 360, 24, Color.DarkGray);
|
||||
|
||||
// Big hand
|
||||
DrawRectanglePro(
|
||||
new Rectangle(centre.X, centre.Y, clockFaceSize * 0.5f + 4.0f, 4.0f),
|
||||
new Vector2(2.0f, 2.0f),
|
||||
currentAngles[digit, row * 4 + col].X,
|
||||
handsColor
|
||||
);
|
||||
|
||||
// Little hand
|
||||
DrawRectanglePro(
|
||||
new Rectangle(centre.X, centre.Y, clockFaceSize * 0.5f + 2.0f, 4.0f),
|
||||
new Vector2(2.0f, 2.0f),
|
||||
currentAngles[digit, row * 4 + col].Y,
|
||||
handsColor
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
xOffset += (clockFaceSize + clockFaceSpacing) * 4;
|
||||
if (digit % 2 == 1)
|
||||
{
|
||||
DrawRing(new Vector2(xOffset + 4.0f, 160.0f), 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
|
||||
DrawRing(new Vector2(xOffset + 4.0f, 225.0f), 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
|
||||
xOffset += sectionSpacing;
|
||||
}
|
||||
}
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - clock of clocks");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new ClockOfClocks();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
|
@ -2,135 +2,169 @@
|
|||
*
|
||||
* raylib [shapes] example - collision area
|
||||
*
|
||||
* 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) 2013-2019 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) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class CollisionArea
|
||||
public partial class CollisionArea : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Collision Area";
|
||||
|
||||
public string Title => "raylib [shapes] example - collision area";
|
||||
|
||||
private Rectangle boxA;
|
||||
private int boxASpeedX;
|
||||
private Rectangle boxB;
|
||||
private Rectangle boxCollision;
|
||||
private int screenUpperLimit;
|
||||
private bool pause;
|
||||
private bool collision;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Box A: Moving box
|
||||
boxA = new(10, GetScreenHeight() / 2.0f - 50, 200, 100);
|
||||
boxASpeedX = 4;
|
||||
|
||||
// Box B: Mouse moved box
|
||||
boxB = new(GetScreenWidth() / 2.0f - 30, GetScreenHeight() / 2.0f - 30, 60, 60);
|
||||
|
||||
boxCollision = new(); // Collision rectangle
|
||||
|
||||
screenUpperLimit = 40; // Top menu limits
|
||||
|
||||
pause = false; // Movement pause
|
||||
collision = false; // Collision detection
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
// Move box if not paused
|
||||
if (!pause)
|
||||
{
|
||||
boxA.X += boxASpeedX;
|
||||
}
|
||||
|
||||
// Bounce box on x screen limits
|
||||
if (((boxA.X + boxA.Width) >= GetScreenWidth()) || (boxA.X <= 0))
|
||||
{
|
||||
boxASpeedX *= -1;
|
||||
}
|
||||
|
||||
// Update player-controlled-box (box02)
|
||||
boxB.X = GetMouseX() - boxB.Width / 2;
|
||||
boxB.Y = GetMouseY() - boxB.Height / 2;
|
||||
|
||||
// Make sure Box B does not go out of move area limits
|
||||
if ((boxB.X + boxB.Width) >= GetScreenWidth())
|
||||
{
|
||||
boxB.X = GetScreenWidth() - boxB.Width;
|
||||
}
|
||||
else if (boxB.X <= 0)
|
||||
{
|
||||
boxB.X = 0;
|
||||
}
|
||||
|
||||
if ((boxB.Y + boxB.Height) >= GetScreenHeight())
|
||||
{
|
||||
boxB.Y = GetScreenHeight() - boxB.Height;
|
||||
}
|
||||
else if (boxB.Y <= screenUpperLimit)
|
||||
{
|
||||
boxB.Y = screenUpperLimit;
|
||||
}
|
||||
|
||||
// Check boxes collision
|
||||
collision = CheckCollisionRecs(boxA, boxB);
|
||||
|
||||
// Get collision rectangle (only on collision)
|
||||
if (collision)
|
||||
{
|
||||
boxCollision = GetCollisionRec(boxA, boxB);
|
||||
}
|
||||
|
||||
// Pause Box A movement
|
||||
if (IsKeyPressed(KeyboardKey.Space))
|
||||
{
|
||||
pause = !pause;
|
||||
}
|
||||
//-----------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//-----------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision ? Color.Red : Color.Black);
|
||||
|
||||
DrawRectangleRec(boxA, Color.Gold);
|
||||
DrawRectangleRec(boxB, Color.Blue);
|
||||
|
||||
if (collision)
|
||||
{
|
||||
// Draw collision area
|
||||
DrawRectangleRec(boxCollision, Color.Lime);
|
||||
|
||||
// Draw collision message
|
||||
var cx = GetScreenWidth() / 2 - MeasureText("COLLISION!", 20) / 2;
|
||||
var cy = screenUpperLimit / 2 - 10;
|
||||
DrawText("COLLISION!", cx, cy, 20, Color.Black);
|
||||
|
||||
// Draw collision area
|
||||
var text = $"Collision Area: {(int)boxCollision.Width * (int)boxCollision.Height}";
|
||||
DrawText(text, GetScreenWidth() / 2 - 100, screenUpperLimit + 10, 20, Color.Black);
|
||||
}
|
||||
|
||||
// Draw help instructions
|
||||
DrawText("Press SPACE to PAUSE/RESUME", 20, screenHeight - 35, 20, Color.LightGray);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//-----------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
|
||||
|
||||
// Box A: Moving box
|
||||
Rectangle boxA = new(10, GetScreenHeight() / 2 - 50, 200, 100);
|
||||
int boxASpeedX = 4;
|
||||
|
||||
// Box B: Mouse moved box
|
||||
Rectangle boxB = new(GetScreenWidth() / 2 - 30, GetScreenHeight() / 2 - 30, 60, 60);
|
||||
Rectangle boxCollision = new();
|
||||
|
||||
int screenUpperLimit = 40;
|
||||
|
||||
// Movement pause
|
||||
bool pause = false;
|
||||
bool collision = false;
|
||||
|
||||
SetTargetFPS(60);
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//----------------------------------------------------------
|
||||
|
||||
var game = new CollisionArea();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
// Move box if not paused
|
||||
if (!pause)
|
||||
{
|
||||
boxA.X += boxASpeedX;
|
||||
}
|
||||
|
||||
// Bounce box on x screen limits
|
||||
if (((boxA.X + boxA.Width) >= GetScreenWidth()) || (boxA.X <= 0))
|
||||
{
|
||||
boxASpeedX *= -1;
|
||||
}
|
||||
|
||||
// Update player-controlled-box (box02)
|
||||
boxB.X = GetMouseX() - boxB.Width / 2;
|
||||
boxB.Y = GetMouseY() - boxB.Height / 2;
|
||||
|
||||
// Make sure Box B does not go out of move area limits
|
||||
if ((boxB.X + boxB.Width) >= GetScreenWidth())
|
||||
{
|
||||
boxB.X = GetScreenWidth() - boxB.Width;
|
||||
}
|
||||
else if (boxB.X <= 0)
|
||||
{
|
||||
boxB.X = 0;
|
||||
}
|
||||
|
||||
if ((boxB.Y + boxB.Height) >= GetScreenHeight())
|
||||
{
|
||||
boxB.Y = GetScreenHeight() - boxB.Height;
|
||||
}
|
||||
else if (boxB.Y <= screenUpperLimit)
|
||||
{
|
||||
boxB.Y = screenUpperLimit;
|
||||
}
|
||||
|
||||
// Check boxes collision
|
||||
collision = CheckCollisionRecs(boxA, boxB);
|
||||
|
||||
// Get collision rectangle (only on collision)
|
||||
if (collision)
|
||||
{
|
||||
boxCollision = GetCollisionRec(boxA, boxB);
|
||||
}
|
||||
|
||||
// Pause Box A movement
|
||||
if (IsKeyPressed(KeyboardKey.Space))
|
||||
{
|
||||
pause = !pause;
|
||||
}
|
||||
//-----------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//-----------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision ? Color.Red : Color.Black);
|
||||
|
||||
DrawRectangleRec(boxA, Color.Gold);
|
||||
DrawRectangleRec(boxB, Color.Blue);
|
||||
|
||||
if (collision)
|
||||
{
|
||||
// Draw collision area
|
||||
DrawRectangleRec(boxCollision, Color.Lime);
|
||||
|
||||
// Draw collision message
|
||||
int cx = GetScreenWidth() / 2 - MeasureText("COLLISION!", 20) / 2;
|
||||
int cy = screenUpperLimit / 2 - 10;
|
||||
DrawText("COLLISION!", cx, cy, 20, Color.Black);
|
||||
|
||||
// Draw collision area
|
||||
string text = $"Collision Area: {(int)boxCollision.Width * (int)boxCollision.Height}";
|
||||
DrawText(text, GetScreenWidth() / 2 - 100, screenUpperLimit + 10, 20, Color.Black);
|
||||
}
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//-----------------------------------------------------
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//---------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,85 +1,94 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - Colors palette
|
||||
* raylib [shapes] example - colors palette
|
||||
*
|
||||
* 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 1.0, 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class ColorsPalette
|
||||
public partial class ColorsPalette : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public const int MaxColorsCount = 21; // Number of colors available
|
||||
|
||||
public string Name => "Shapes / Colors Palette";
|
||||
|
||||
public string Title => "raylib [shapes] example - colors palette";
|
||||
|
||||
private Color[] colors;
|
||||
private string[] colorNames;
|
||||
private Rectangle[] colorsRecs;
|
||||
private int[] colorState;
|
||||
private Vector2 mousePoint;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - colors palette");
|
||||
|
||||
Color[] colors = new[]
|
||||
colors = new[]
|
||||
{
|
||||
Color.DarkGray,
|
||||
Color.Maroon,
|
||||
Color.Orange,
|
||||
Color.DarkGreen,
|
||||
Color.DarkBlue,
|
||||
Color.DarkPurple,
|
||||
Color.DarkBrown,
|
||||
Color.Gray,
|
||||
Color.Red,
|
||||
Color.Gold,
|
||||
Color.Lime,
|
||||
Color.Blue,
|
||||
Color.Violet,
|
||||
Color.Brown,
|
||||
Color.LightGray,
|
||||
Color.Pink,
|
||||
Color.Yellow,
|
||||
Color.Green,
|
||||
Color.SkyBlue,
|
||||
Color.Purple,
|
||||
Color.Beige
|
||||
};
|
||||
Color.DarkGray,
|
||||
Color.Maroon,
|
||||
Color.Orange,
|
||||
Color.DarkGreen,
|
||||
Color.DarkBlue,
|
||||
Color.DarkPurple,
|
||||
Color.DarkBrown,
|
||||
Color.Gray,
|
||||
Color.Red,
|
||||
Color.Gold,
|
||||
Color.Lime,
|
||||
Color.Blue,
|
||||
Color.Violet,
|
||||
Color.Brown,
|
||||
Color.LightGray,
|
||||
Color.Pink,
|
||||
Color.Yellow,
|
||||
Color.Green,
|
||||
Color.SkyBlue,
|
||||
Color.Purple,
|
||||
Color.Beige
|
||||
};
|
||||
|
||||
string[] colorNames = new[]
|
||||
colorNames = new[]
|
||||
{
|
||||
"DARKGRAY",
|
||||
"MAROON",
|
||||
"ORANGE",
|
||||
"DARKGREEN",
|
||||
"DARKBLUE",
|
||||
"DARKPURPLE",
|
||||
"DARKBROWN",
|
||||
"GRAY",
|
||||
"RED",
|
||||
"GOLD",
|
||||
"LIME",
|
||||
"BLUE",
|
||||
"VIOLET",
|
||||
"BROWN",
|
||||
"LIGHTGRAY",
|
||||
"PINK",
|
||||
"YELLOW",
|
||||
"GREEN",
|
||||
"SKYBLUE",
|
||||
"PURPLE",
|
||||
"BEIGE"
|
||||
};
|
||||
"DARKGRAY",
|
||||
"MAROON",
|
||||
"ORANGE",
|
||||
"DARKGREEN",
|
||||
"DARKBLUE",
|
||||
"DARKPURPLE",
|
||||
"DARKBROWN",
|
||||
"GRAY",
|
||||
"RED",
|
||||
"GOLD",
|
||||
"LIME",
|
||||
"BLUE",
|
||||
"VIOLET",
|
||||
"BROWN",
|
||||
"LIGHTGRAY",
|
||||
"PINK",
|
||||
"YELLOW",
|
||||
"GREEN",
|
||||
"SKYBLUE",
|
||||
"PURPLE",
|
||||
"BEIGE"
|
||||
};
|
||||
|
||||
// Rectangles array
|
||||
Rectangle[] colorsRecs = new Rectangle[colors.Length];
|
||||
colorsRecs = new Rectangle[colors.Length];
|
||||
|
||||
// Fills colorsRecs data (for every rectangle)
|
||||
for (int i = 0; i < colorsRecs.Length; i++)
|
||||
for (var i = 0; i < colorsRecs.Length; i++)
|
||||
{
|
||||
colorsRecs[i].X = 20 + 100 * (i % 7) + 10 * (i % 7);
|
||||
colorsRecs[i].Y = 80 + 100 * (i / 7) + 10 * (i / 7);
|
||||
|
|
@ -88,82 +97,101 @@ public class ColorsPalette
|
|||
}
|
||||
|
||||
// Color state: 0-DEFAULT, 1-MOUSE_HOVER
|
||||
int[] colorState = new int[colors.Length];
|
||||
colorState = new int[colors.Length];
|
||||
|
||||
Vector2 mousePoint = new(0.0f, 0.0f);
|
||||
mousePoint = new(0.0f, 0.0f);
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
mousePoint = GetMousePosition();
|
||||
|
||||
for (var i = 0; i < colors.Length; i++)
|
||||
{
|
||||
if (CheckCollisionPointRec(mousePoint, colorsRecs[i]))
|
||||
{
|
||||
colorState[i] = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
colorState[i] = 0;
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawText("raylib colors palette", 28, 42, 20, Color.Black);
|
||||
DrawText(
|
||||
"press SPACE to see all colors",
|
||||
GetScreenWidth() - 180,
|
||||
GetScreenHeight() - 40,
|
||||
10,
|
||||
Color.Gray
|
||||
);
|
||||
|
||||
for (var i = 0; i < colorsRecs.Length; i++) // Draw all rectangles
|
||||
{
|
||||
DrawRectangleRec(colorsRecs[i], Fade(colors[i], colorState[i] != 0 ? 0.6f : 1.0f));
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Space) || colorState[i] != 0)
|
||||
{
|
||||
DrawRectangle(
|
||||
(int)colorsRecs[i].X,
|
||||
(int)(colorsRecs[i].Y + colorsRecs[i].Height - 26),
|
||||
(int)colorsRecs[i].Width,
|
||||
20,
|
||||
Color.Black
|
||||
);
|
||||
DrawRectangleLinesEx(colorsRecs[i], 6, Fade(Color.Black, 0.3f));
|
||||
DrawText(
|
||||
colorNames[i],
|
||||
(int)(colorsRecs[i].X + colorsRecs[i].Width - MeasureText(colorNames[i], 10) - 12),
|
||||
(int)(colorsRecs[i].Y + colorsRecs[i].Height - 20),
|
||||
10,
|
||||
colors[i]
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - colors palette");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new ColorsPalette();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
mousePoint = GetMousePosition();
|
||||
|
||||
for (int i = 0; i < colors.Length; i++)
|
||||
{
|
||||
if (CheckCollisionPointRec(mousePoint, colorsRecs[i]))
|
||||
{
|
||||
colorState[i] = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
colorState[i] = 0;
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawText("raylib colors palette", 28, 42, 20, Color.Black);
|
||||
DrawText(
|
||||
"press SPACE to see all colors",
|
||||
GetScreenWidth() - 180,
|
||||
GetScreenHeight() - 40,
|
||||
10,
|
||||
Color.Gray
|
||||
);
|
||||
|
||||
// Draw all rectangles
|
||||
for (int i = 0; i < colorsRecs.Length; i++)
|
||||
{
|
||||
DrawRectangleRec(colorsRecs[i], ColorAlpha(colors[i], colorState[i] != 0 ? 0.6f : 1.0f));
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Space) || colorState[i] != 0)
|
||||
{
|
||||
DrawRectangle(
|
||||
(int)colorsRecs[i].X,
|
||||
(int)(colorsRecs[i].Y + colorsRecs[i].Height - 26),
|
||||
(int)colorsRecs[i].Width,
|
||||
20,
|
||||
Color.Black
|
||||
);
|
||||
DrawRectangleLinesEx(colorsRecs[i], 6, ColorAlpha(Color.Black, 0.3f));
|
||||
DrawText(
|
||||
colorNames[i],
|
||||
(int)(colorsRecs[i].X + colorsRecs[i].Width - MeasureText(colorNames[i], 10) - 12),
|
||||
(int)(colorsRecs[i].Y + colorsRecs[i].Height - 20),
|
||||
10,
|
||||
colors[i]
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
144
Examples/Shapes/DashedLine.cs
Normal file
144
Examples/Shapes/DashedLine.cs
Normal file
|
|
@ -0,0 +1,144 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - dashed line
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.5
|
||||
*
|
||||
* Example contributed by Luís Almeida (@luis605)
|
||||
*
|
||||
* 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) 2025 Luís Almeida (@luis605)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public partial class DashedLine : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Dashed Line";
|
||||
|
||||
public string Title => "raylib [shapes] example - dashed line";
|
||||
|
||||
// Line Properties
|
||||
private Vector2 lineStartPosition;
|
||||
private Vector2 lineEndPosition;
|
||||
private float dashLength;
|
||||
private float blankLength;
|
||||
|
||||
// Color selection
|
||||
private Color[] lineColors;
|
||||
private int colorIndex;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Line Properties
|
||||
lineStartPosition = new Vector2(20.0f, 50.0f);
|
||||
lineEndPosition = new Vector2(780.0f, 400.0f);
|
||||
dashLength = 25.0f;
|
||||
blankLength = 15.0f;
|
||||
|
||||
// Color selection
|
||||
lineColors = new[] { Color.Red, Color.Orange, Color.Gold, Color.Green, Color.Blue, Color.Violet, Color.Pink, Color.Black };
|
||||
colorIndex = 0;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
lineEndPosition = GetMousePosition(); // Line endpoint follows the mouse
|
||||
|
||||
// Change Dash Length (UP/DOWN arrows)
|
||||
if (IsKeyDown(KeyboardKey.Up))
|
||||
{
|
||||
dashLength += 1.0f;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Down) && dashLength > 1.0f)
|
||||
{
|
||||
dashLength -= 1.0f;
|
||||
}
|
||||
|
||||
// Change Space Length (LEFT/RIGHT arrows)
|
||||
if (IsKeyDown(KeyboardKey.Right))
|
||||
{
|
||||
blankLength += 1.0f;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Left) && blankLength > 1.0f)
|
||||
{
|
||||
blankLength -= 1.0f;
|
||||
}
|
||||
|
||||
// Cycle through colors ('C' key)
|
||||
if (IsKeyPressed(KeyboardKey.C))
|
||||
{
|
||||
colorIndex = (colorIndex + 1) % lineColors.Length;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
// Draw the dashed line with the current properties
|
||||
DrawLineDashed(lineStartPosition, lineEndPosition, (int)dashLength, (int)blankLength, lineColors[colorIndex]);
|
||||
|
||||
// Draw UI and Instructions
|
||||
DrawRectangle(5, 5, 265, 95, Fade(Color.SkyBlue, 0.5f));
|
||||
DrawRectangleLines(5, 5, 265, 95, Color.Blue);
|
||||
|
||||
DrawText("CONTROLS:", 15, 15, 10, Color.Black);
|
||||
DrawText("UP/DOWN: Change Dash Length", 15, 35, 10, Color.Black);
|
||||
DrawText("LEFT/RIGHT: Change Space Length", 15, 55, 10, Color.Black);
|
||||
DrawText("C: Cycle Color", 15, 75, 10, Color.Black);
|
||||
|
||||
DrawText($"Dash: {dashLength:F0} | Space: {blankLength:F0}", 15, 115, 10, Color.DarkGray);
|
||||
|
||||
DrawFPS(screenWidth - 80, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - dashed line");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new DashedLine();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
353
Examples/Shapes/DigitalClock.cs
Normal file
353
Examples/Shapes/DigitalClock.cs
Normal file
|
|
@ -0,0 +1,353 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - digital clock
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Hamza RAHAL (@hmz-rhl) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* 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) 2025 Hamza RAHAL (@hmz-rhl) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public partial class DigitalClock : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
private const int CLOCK_ANALOG = 0;
|
||||
private const int CLOCK_DIGITAL = 1;
|
||||
|
||||
public string Name => "Shapes / Digital Clock";
|
||||
|
||||
public string Title => "raylib [shapes] example - digital clock";
|
||||
|
||||
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Clock hand type
|
||||
private struct ClockHand
|
||||
{
|
||||
public int value; // Time value
|
||||
|
||||
// Visual elements
|
||||
public float angle; // Hand angle
|
||||
public int length; // Hand length
|
||||
public int thickness; // Hand thickness
|
||||
public Color color; // Hand color
|
||||
}
|
||||
|
||||
// Clock hands
|
||||
private struct Clock
|
||||
{
|
||||
public ClockHand second; // Clock hand for seconds
|
||||
public ClockHand minute; // Clock hand for minutes
|
||||
public ClockHand hour; // Clock hand for hours
|
||||
}
|
||||
|
||||
private int clockMode;
|
||||
private Clock clock;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
clockMode = CLOCK_DIGITAL;
|
||||
|
||||
// Initialize clock
|
||||
// NOTE: Includes visual info for analog clock
|
||||
clock = new Clock();
|
||||
|
||||
clock.second.angle = 45;
|
||||
clock.second.length = 140;
|
||||
clock.second.thickness = 3;
|
||||
clock.second.color = Color.Maroon;
|
||||
|
||||
clock.minute.angle = 10;
|
||||
clock.minute.length = 130;
|
||||
clock.minute.thickness = 7;
|
||||
clock.minute.color = Color.DarkGray;
|
||||
|
||||
clock.hour.angle = 0;
|
||||
clock.hour.length = 100;
|
||||
clock.hour.thickness = 7;
|
||||
clock.hour.color = Color.Black;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KeyboardKey.Space))
|
||||
{
|
||||
// Toggle clock mode
|
||||
if (clockMode == CLOCK_DIGITAL)
|
||||
{
|
||||
clockMode = CLOCK_ANALOG;
|
||||
}
|
||||
else if (clockMode == CLOCK_ANALOG)
|
||||
{
|
||||
clockMode = CLOCK_DIGITAL;
|
||||
}
|
||||
}
|
||||
|
||||
UpdateClock(); // Update clock required data: value and angle
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
// Draw clock in selected mode
|
||||
if (clockMode == CLOCK_ANALOG)
|
||||
{
|
||||
DrawClockAnalog(clock, new Vector2(400, 240));
|
||||
}
|
||||
else if (clockMode == CLOCK_DIGITAL)
|
||||
{
|
||||
DrawClockDigital(clock, new Vector2(30, 60));
|
||||
|
||||
// Draw clock using default raylib font
|
||||
string clockTime = $"{clock.hour.value:D2}:{clock.minute.value:D2}:{clock.second.value:D2}";
|
||||
DrawText(clockTime, GetScreenWidth() / 2 - MeasureText(clockTime, 150) / 2, 300, 150, Color.Black);
|
||||
}
|
||||
|
||||
DrawText($"Press [SPACE] to switch clock mode: {((clockMode == CLOCK_DIGITAL) ? "DIGITAL CLOCK" : "ANALOGUE CLOCK")}",
|
||||
10, 10, 20, Color.DarkGray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Update clock time
|
||||
private void UpdateClock()
|
||||
{
|
||||
DateTime timeinfo = DateTime.Now;
|
||||
|
||||
// Updating time data
|
||||
clock.second.value = timeinfo.Second;
|
||||
clock.minute.value = timeinfo.Minute;
|
||||
clock.hour.value = timeinfo.Hour;
|
||||
|
||||
clock.hour.angle = (timeinfo.Hour % 12) * 180.0f / 6.0f;
|
||||
clock.hour.angle += (timeinfo.Minute % 60) * 30 / 60.0f;
|
||||
clock.hour.angle -= 90;
|
||||
|
||||
clock.minute.angle = (timeinfo.Minute % 60) * 6.0f;
|
||||
clock.minute.angle += (timeinfo.Second % 60) * 6 / 60.0f;
|
||||
clock.minute.angle -= 90;
|
||||
|
||||
clock.second.angle = (timeinfo.Second % 60) * 6.0f;
|
||||
clock.second.angle -= 90;
|
||||
}
|
||||
|
||||
// Draw analog clock
|
||||
// Parameter: position, refers to center position
|
||||
private static void DrawClockAnalog(Clock clock, Vector2 position)
|
||||
{
|
||||
// Draw clock base
|
||||
DrawCircleV(position, clock.second.length + 40.0f, Color.LightGray);
|
||||
DrawCircleV(position, 12.0f, Color.Gray);
|
||||
|
||||
// Draw clock minutes/seconds lines
|
||||
for (int i = 0; i < 60; i++)
|
||||
{
|
||||
DrawLineEx(new Vector2(position.X + (clock.second.length + ((i % 5) != 0 ? 10 : 6)) * MathF.Cos((6.0f * i - 90.0f) * DEG2RAD),
|
||||
position.Y + (clock.second.length + ((i % 5) != 0 ? 10 : 6)) * MathF.Sin((6.0f * i - 90.0f) * DEG2RAD)),
|
||||
new Vector2(position.X + (clock.second.length + 20) * MathF.Cos((6.0f * i - 90.0f) * DEG2RAD),
|
||||
position.Y + (clock.second.length + 20) * MathF.Sin((6.0f * i - 90.0f) * DEG2RAD)), ((i % 5) != 0 ? 1.0f : 3.0f), Color.DarkGray);
|
||||
}
|
||||
|
||||
// Draw hand seconds
|
||||
DrawRectanglePro(new Rectangle(position.X, position.Y, (float)clock.second.length, (float)clock.second.thickness),
|
||||
new Vector2(0.0f, clock.second.thickness / 2.0f), clock.second.angle, clock.second.color);
|
||||
|
||||
// Draw hand minutes
|
||||
DrawRectanglePro(new Rectangle(position.X, position.Y, (float)clock.minute.length, (float)clock.minute.thickness),
|
||||
new Vector2(0.0f, clock.minute.thickness / 2.0f), clock.minute.angle, clock.minute.color);
|
||||
|
||||
// Draw hand hours
|
||||
DrawRectanglePro(new Rectangle(position.X, position.Y, (float)clock.hour.length, (float)clock.hour.thickness),
|
||||
new Vector2(0.0f, clock.hour.thickness / 2.0f), clock.hour.angle, clock.hour.color);
|
||||
}
|
||||
|
||||
// Draw digital clock
|
||||
// PARAM: position, refers to top-left corner
|
||||
private static void DrawClockDigital(Clock clock, Vector2 position)
|
||||
{
|
||||
// Draw clock using custom 7-segments display (made of shapes)
|
||||
DrawDisplayValue(new Vector2(position.X, position.Y), clock.hour.value / 10, Color.Red, Fade(Color.LightGray, 0.3f));
|
||||
DrawDisplayValue(new Vector2(position.X + 120, position.Y), clock.hour.value % 10, Color.Red, Fade(Color.LightGray, 0.3f));
|
||||
|
||||
DrawCircle((int)position.X + 240, (int)position.Y + 70, 12, (clock.second.value % 2) != 0 ? Color.Red : Fade(Color.LightGray, 0.3f));
|
||||
DrawCircle((int)position.X + 240, (int)position.Y + 150, 12, (clock.second.value % 2) != 0 ? Color.Red : Fade(Color.LightGray, 0.3f));
|
||||
|
||||
DrawDisplayValue(new Vector2(position.X + 260, position.Y), clock.minute.value / 10, Color.Red, Fade(Color.LightGray, 0.3f));
|
||||
DrawDisplayValue(new Vector2(position.X + 380, position.Y), clock.minute.value % 10, Color.Red, Fade(Color.LightGray, 0.3f));
|
||||
|
||||
DrawCircle((int)position.X + 500, (int)position.Y + 70, 12, (clock.second.value % 2) != 0 ? Color.Red : Fade(Color.LightGray, 0.3f));
|
||||
DrawCircle((int)position.X + 500, (int)position.Y + 150, 12, (clock.second.value % 2) != 0 ? Color.Red : Fade(Color.LightGray, 0.3f));
|
||||
|
||||
DrawDisplayValue(new Vector2(position.X + 520, position.Y), clock.second.value / 10, Color.Red, Fade(Color.LightGray, 0.3f));
|
||||
DrawDisplayValue(new Vector2(position.X + 640, position.Y), clock.second.value % 10, Color.Red, Fade(Color.LightGray, 0.3f));
|
||||
}
|
||||
|
||||
// Draw 7-segment display with value
|
||||
private static void DrawDisplayValue(Vector2 position, int value, Color colorOn, Color colorOff)
|
||||
{
|
||||
switch (value)
|
||||
{
|
||||
case 0:
|
||||
Draw7SDisplay(position, 0b00111111, colorOn, colorOff);
|
||||
break;
|
||||
case 1:
|
||||
Draw7SDisplay(position, 0b00000110, colorOn, colorOff);
|
||||
break;
|
||||
case 2:
|
||||
Draw7SDisplay(position, 0b01011011, colorOn, colorOff);
|
||||
break;
|
||||
case 3:
|
||||
Draw7SDisplay(position, 0b01001111, colorOn, colorOff);
|
||||
break;
|
||||
case 4:
|
||||
Draw7SDisplay(position, 0b01100110, colorOn, colorOff);
|
||||
break;
|
||||
case 5:
|
||||
Draw7SDisplay(position, 0b01101101, colorOn, colorOff);
|
||||
break;
|
||||
case 6:
|
||||
Draw7SDisplay(position, 0b01111101, colorOn, colorOff);
|
||||
break;
|
||||
case 7:
|
||||
Draw7SDisplay(position, 0b00000111, colorOn, colorOff);
|
||||
break;
|
||||
case 8:
|
||||
Draw7SDisplay(position, 0b01111111, colorOn, colorOff);
|
||||
break;
|
||||
case 9:
|
||||
Draw7SDisplay(position, 0b01101111, colorOn, colorOff);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw seven segments display
|
||||
// Parameter: position, refers to top-left corner of display
|
||||
// Parameter: segments, defines in binary the segments to be activated
|
||||
private static void Draw7SDisplay(Vector2 position, int segments, Color colorOn, Color colorOff)
|
||||
{
|
||||
int segmentLen = 60;
|
||||
int segmentThick = 20;
|
||||
float offsetYAdjust = segmentThick * 0.3f; // HACK: Adjust gap space between segment limits
|
||||
|
||||
// Segment A
|
||||
DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen / 2.0f, position.Y + segmentThick),
|
||||
segmentLen, segmentThick, false, (segments & 0b00000001) != 0 ? colorOn : colorOff);
|
||||
// Segment B
|
||||
DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen + segmentThick / 2.0f, position.Y + 2 * segmentThick + segmentLen / 2.0f - offsetYAdjust),
|
||||
segmentLen, segmentThick, true, (segments & 0b00000010) != 0 ? colorOn : colorOff);
|
||||
// Segment C
|
||||
DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen + segmentThick / 2.0f, position.Y + 4 * segmentThick + segmentLen + segmentLen / 2.0f - 3 * offsetYAdjust),
|
||||
segmentLen, segmentThick, true, (segments & 0b00000100) != 0 ? colorOn : colorOff);
|
||||
// Segment D
|
||||
DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen / 2.0f, position.Y + 5 * segmentThick + 2 * segmentLen - 4 * offsetYAdjust),
|
||||
segmentLen, segmentThick, false, (segments & 0b00001000) != 0 ? colorOn : colorOff);
|
||||
// Segment E
|
||||
DrawDisplaySegment(new Vector2(position.X + segmentThick / 2.0f, position.Y + 4 * segmentThick + segmentLen + segmentLen / 2.0f - 3 * offsetYAdjust),
|
||||
segmentLen, segmentThick, true, (segments & 0b00010000) != 0 ? colorOn : colorOff);
|
||||
// Segment F
|
||||
DrawDisplaySegment(new Vector2(position.X + segmentThick / 2.0f, position.Y + 2 * segmentThick + segmentLen / 2.0f - offsetYAdjust),
|
||||
segmentLen, segmentThick, true, (segments & 0b00100000) != 0 ? colorOn : colorOff);
|
||||
// Segment G
|
||||
DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen / 2.0f, position.Y + 3 * segmentThick + segmentLen - 2 * offsetYAdjust),
|
||||
segmentLen, segmentThick, false, (segments & 0b01000000) != 0 ? colorOn : colorOff);
|
||||
}
|
||||
|
||||
// Draw one 7-segment display segment, horizontal or vertical
|
||||
private static void DrawDisplaySegment(Vector2 center, int length, int thick, bool vertical, Color color)
|
||||
{
|
||||
if (!vertical)
|
||||
{
|
||||
// Horizontal segment points
|
||||
/*
|
||||
3___________________________5
|
||||
/ \
|
||||
/1 x 6\
|
||||
\ /
|
||||
\2___________________________4/
|
||||
*/
|
||||
Vector2[] segmentPointsH = new Vector2[6]
|
||||
{
|
||||
new Vector2(center.X - length / 2.0f - thick / 2.0f, center.Y), // Point 1
|
||||
new Vector2(center.X - length / 2.0f, center.Y + thick / 2.0f), // Point 2
|
||||
new Vector2(center.X - length / 2.0f, center.Y - thick / 2.0f), // Point 3
|
||||
new Vector2(center.X + length / 2.0f, center.Y + thick / 2.0f), // Point 4
|
||||
new Vector2(center.X + length / 2.0f, center.Y - thick / 2.0f), // Point 5
|
||||
new Vector2(center.X + length / 2.0f + thick / 2.0f, center.Y), // Point 6
|
||||
};
|
||||
|
||||
DrawTriangleStrip(segmentPointsH, 6, color);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Vertical segment points
|
||||
Vector2[] segmentPointsV = new Vector2[6]
|
||||
{
|
||||
new Vector2(center.X, center.Y - length / 2.0f - thick / 2.0f), // Point 1
|
||||
new Vector2(center.X - thick / 2.0f, center.Y - length / 2.0f), // Point 2
|
||||
new Vector2(center.X + thick / 2.0f, center.Y - length / 2.0f), // Point 3
|
||||
new Vector2(center.X - thick / 2.0f, center.Y + length / 2.0f), // Point 4
|
||||
new Vector2(center.X + thick / 2.0f, center.Y + length / 2.0f), // Point 5
|
||||
new Vector2(center.X, center.Y + (float)length / 2 + thick / 2.0f), // Point 6
|
||||
};
|
||||
|
||||
DrawTriangleStrip(segmentPointsV, 6, color);
|
||||
}
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - digital clock");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new DigitalClock();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
208
Examples/Shapes/DoublePendulum.cs
Normal file
208
Examples/Shapes/DoublePendulum.cs
Normal file
|
|
@ -0,0 +1,208 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - double pendulum
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.5
|
||||
*
|
||||
* Example contributed by JoeCheong (@Joecheong2006) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* 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) 2025 JoeCheong (@Joecheong2006)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public partial class DoublePendulum : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
// Constant for Simulation
|
||||
private const int SIMULATION_STEPS = 30;
|
||||
private const float G = 9.81f;
|
||||
|
||||
public string Name => "Shapes / Double Pendulum";
|
||||
|
||||
public string Title => "raylib [shapes] example - double pendulum";
|
||||
|
||||
public ConfigFlags ConfigFlags => ConfigFlags.HighDpiWindow;
|
||||
|
||||
// Simulation Parameters
|
||||
private float l1, m1, theta1, w1;
|
||||
private float l2, m2, theta2, w2;
|
||||
private float lengthScaler;
|
||||
private float totalM;
|
||||
|
||||
private Vector2 previousPosition;
|
||||
|
||||
// Scale length
|
||||
private float L1;
|
||||
private float L2;
|
||||
|
||||
// Draw parameters
|
||||
private float lineThick, trailThick;
|
||||
private float fateAlpha;
|
||||
|
||||
// Create framebuffer
|
||||
private RenderTexture2D target;
|
||||
|
||||
// Calculate pendulum end point
|
||||
private static Vector2 CalculatePendulumEndPoint(float l, float theta)
|
||||
{
|
||||
return new(10 * l * MathF.Sin(theta), 10 * l * MathF.Cos(theta));
|
||||
}
|
||||
|
||||
// Calculate double pendulum end point
|
||||
private static Vector2 CalculateDoublePendulumEndPoint(float l1, float theta1, float l2, float theta2)
|
||||
{
|
||||
Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1);
|
||||
Vector2 endpoint2 = CalculatePendulumEndPoint(l2, theta2);
|
||||
return new(endpoint1.X + endpoint2.X, endpoint1.Y + endpoint2.Y);
|
||||
}
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Simulation Parameters
|
||||
l1 = 15.0f;
|
||||
m1 = 0.2f;
|
||||
theta1 = DEG2RAD * 170;
|
||||
w1 = 0;
|
||||
l2 = 15.0f;
|
||||
m2 = 0.1f;
|
||||
theta2 = DEG2RAD * 0;
|
||||
w2 = 0;
|
||||
lengthScaler = 0.1f;
|
||||
totalM = m1 + m2;
|
||||
|
||||
previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
|
||||
previousPosition.X += ((float)screenWidth / 2);
|
||||
previousPosition.Y += ((float)screenHeight / 2 - 100);
|
||||
|
||||
// Scale length
|
||||
L1 = l1 * lengthScaler;
|
||||
L2 = l2 * lengthScaler;
|
||||
|
||||
// Draw parameters
|
||||
lineThick = 20;
|
||||
trailThick = 2;
|
||||
fateAlpha = 0.01f;
|
||||
|
||||
// Create framebuffer
|
||||
target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
SetTextureFilter(target.Texture, TextureFilter.Bilinear);
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
float dt = GetFrameTime();
|
||||
float step = dt / SIMULATION_STEPS, step2 = step * step;
|
||||
|
||||
// Update Physics - larger steps = better approximation
|
||||
for (int i = 0; i < SIMULATION_STEPS; i++)
|
||||
{
|
||||
float delta = theta1 - theta2;
|
||||
float sinD = MathF.Sin(delta), cosD = MathF.Cos(delta), cos2D = MathF.Cos(2 * delta);
|
||||
float ww1 = w1 * w1, ww2 = w2 * w2;
|
||||
|
||||
// Calculate a1
|
||||
float a1 = (-G * (2 * m1 + m2) * MathF.Sin(theta1)
|
||||
- m2 * G * MathF.Sin(theta1 - 2 * theta2)
|
||||
- 2 * sinD * m2 * (ww2 * L2 + ww1 * L1 * cosD))
|
||||
/ (L1 * (2 * m1 + m2 - m2 * cos2D));
|
||||
|
||||
// Calculate a2
|
||||
float a2 = (2 * sinD * (ww1 * L1 * totalM
|
||||
+ G * totalM * MathF.Cos(theta1)
|
||||
+ ww2 * L2 * m2 * cosD))
|
||||
/ (L2 * (2 * m1 + m2 - m2 * cos2D));
|
||||
|
||||
// Update thetas
|
||||
theta1 += w1 * step + 0.5f * a1 * step2;
|
||||
theta2 += w2 * step + 0.5f * a2 * step2;
|
||||
|
||||
// Update omegas
|
||||
w1 += a1 * step;
|
||||
w2 += a2 * step;
|
||||
}
|
||||
|
||||
// Calculate position
|
||||
Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
|
||||
currentPosition.X += (float)screenWidth / 2;
|
||||
currentPosition.Y += (float)screenHeight / 2 - 100;
|
||||
|
||||
// Draw to render texture
|
||||
BeginTextureMode(target);
|
||||
// Draw a transparent rectangle - smaller alpha = longer trails
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, Fade(Color.Black, fateAlpha));
|
||||
|
||||
// Draw trail
|
||||
DrawCircleV(previousPosition, trailThick, Color.Red);
|
||||
DrawLineEx(previousPosition, currentPosition, trailThick * 2, Color.Red);
|
||||
EndTextureMode();
|
||||
|
||||
// Update previous position
|
||||
previousPosition = currentPosition;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.Black);
|
||||
|
||||
// Draw trails texture
|
||||
DrawTextureRec(target.Texture, new Rectangle(0, 0, (float)target.Texture.Width, (float)-target.Texture.Height), new Vector2(0, 0), Color.White);
|
||||
|
||||
// Draw double pendulum
|
||||
DrawRectanglePro(new Rectangle(screenWidth / 2.0f, screenHeight / 2.0f - 100, 10 * l1, lineThick),
|
||||
new Vector2(0, lineThick * 0.5f), 90 - RAD2DEG * theta1, Color.RayWhite);
|
||||
|
||||
Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1);
|
||||
DrawRectanglePro(new Rectangle(screenWidth / 2.0f + endpoint1.X, screenHeight / 2.0f - 100 + endpoint1.Y, 10 * l2, lineThick),
|
||||
new Vector2(0, lineThick * 0.5f), 90 - RAD2DEG * theta2, Color.RayWhite);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadRenderTexture(target);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
SetConfigFlags(ConfigFlags.HighDpiWindow);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - double pendulum");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new DoublePendulum();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,95 +1,158 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - draw circle sector (with gui options)
|
||||
* raylib [shapes] example - circle sector drawing
|
||||
*
|
||||
* 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: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||
*
|
||||
* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2018 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
|
||||
* 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) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class DrawCircleSector
|
||||
public partial class DrawCircleSector : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Draw Circle Sector";
|
||||
|
||||
public string Title => "raylib [shapes] example - circle sector drawing";
|
||||
|
||||
private Vector2 center;
|
||||
private float outerRadius;
|
||||
private float startAngle;
|
||||
private float endAngle;
|
||||
private float segments;
|
||||
private float minSegments;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
center = new((GetScreenWidth() - 300) / 2.0f, GetScreenHeight() / 2.0f);
|
||||
|
||||
outerRadius = 180.0f;
|
||||
startAngle = 0.0f;
|
||||
endAngle = 180.0f;
|
||||
segments = 10.0f;
|
||||
minSegments = 4;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// NOTE: All variables update happens inside GUI control functions
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawLine(500, 0, 500, GetScreenHeight(), Fade(Color.LightGray, 0.6f));
|
||||
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(Color.LightGray, 0.3f));
|
||||
|
||||
DrawCircleSector(center, outerRadius, startAngle, endAngle, (int)segments, Fade(Color.Maroon, 0.3f));
|
||||
DrawCircleSectorLines(
|
||||
center,
|
||||
outerRadius,
|
||||
startAngle,
|
||||
endAngle,
|
||||
(int)segments,
|
||||
Fade(Color.Maroon, 0.6f)
|
||||
);
|
||||
|
||||
// Draw GUI controls
|
||||
//------------------------------------------------------------------------------
|
||||
GuiSliderBar(new Rectangle(600, 40, 120, 20), "StartAngle", $"{startAngle:F2}", ref startAngle, 0, 720);
|
||||
GuiSliderBar(new Rectangle(600, 70, 120, 20), "EndAngle", $"{endAngle:F2}", ref endAngle, 0, 720);
|
||||
|
||||
GuiSliderBar(new Rectangle(600, 140, 120, 20), "Radius", $"{outerRadius:F2}", ref outerRadius, 0, 200);
|
||||
GuiSliderBar(new Rectangle(600, 170, 120, 20), "Segments", $"{segments:F2}", ref segments, 0, 100);
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
minSegments = MathF.Truncate(MathF.Ceiling((endAngle - startAngle) / 90));
|
||||
var color = (segments >= minSegments) ? Color.Maroon : Color.DarkGray;
|
||||
DrawText($"MODE: {((segments >= minSegments) ? "MANUAL" : "AUTO")}", 600, 200, 10, color);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Minimal raygui-like widgets (plain raylib re-implementation)
|
||||
//----------------------------------------------------------------------------------
|
||||
private static void GuiSliderBar(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
|
||||
{
|
||||
Vector2 mouse = GetMousePosition();
|
||||
bool hover = CheckCollisionPointRec(mouse, bounds);
|
||||
if (hover && IsMouseButtonDown(MouseButton.Left))
|
||||
{
|
||||
value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
|
||||
if (value < minValue)
|
||||
{
|
||||
value = minValue;
|
||||
}
|
||||
|
||||
if (value > maxValue)
|
||||
{
|
||||
value = maxValue;
|
||||
}
|
||||
}
|
||||
|
||||
DrawRectangleRec(bounds, Color.LightGray);
|
||||
float pct = (value - minValue) / (maxValue - minValue);
|
||||
DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), Color.SkyBlue);
|
||||
DrawRectangleLinesEx(bounds, 1, Color.Gray);
|
||||
if (!string.IsNullOrEmpty(textLeft))
|
||||
{
|
||||
DrawText(textLeft, (int)bounds.X - MeasureText(textLeft, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(textRight))
|
||||
{
|
||||
DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - circle sector drawing");
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw circle sector");
|
||||
|
||||
Vector2 center = new((GetScreenWidth() - 300) / 2, GetScreenHeight() / 2);
|
||||
|
||||
float outerRadius = 180.0f;
|
||||
int startAngle = 0;
|
||||
int endAngle = 180;
|
||||
int segments = 0;
|
||||
int minSegments = 4;
|
||||
|
||||
SetTargetFPS(60);
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new DrawCircleSector();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// NOTE: All variables update happens inside GUI control functions
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawLine(500, 0, 500, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.6f));
|
||||
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.3f));
|
||||
|
||||
DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, ColorAlpha(Color.Maroon, 0.3f));
|
||||
DrawCircleSectorLines(
|
||||
center,
|
||||
outerRadius,
|
||||
startAngle,
|
||||
endAngle,
|
||||
segments,
|
||||
ColorAlpha(Color.Maroon, 0.6f)
|
||||
);
|
||||
|
||||
// Draw GUI controls
|
||||
//------------------------------------------------------------------------------
|
||||
/*startAngle = GuiSliderBar(new Rectangle( 600, 40, 120, 20), "StartAngle", startAngle, 0, 720, true );
|
||||
endAngle = GuiSliderBar(new Rectangle( 600, 70, 120, 20), "EndAngle", endAngle, 0, 720, true);
|
||||
|
||||
outerRadius = GuiSliderBar(new Rectangle( 600, 140, 120, 20), "Radius", outerRadius, 0, 200, true);
|
||||
segments = GuiSliderBar(new Rectangle( 600, 170, 120, 20), "Segments", segments, 0, 100, true);*/
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
minSegments = (int)MathF.Ceiling((endAngle - startAngle) / 90);
|
||||
Color color = (segments >= minSegments) ? Color.Maroon : Color.DarkGray;
|
||||
DrawText($"MODE: {((segments >= minSegments) ? "MANUAL" : "AUTO")}", 600, 270, 10, color);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,105 +1,194 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - draw rectangle rounded (with gui options)
|
||||
* raylib [shapes] example - rounded rectangle drawing
|
||||
*
|
||||
* 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: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||
*
|
||||
* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2018 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
|
||||
* 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) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class DrawRectangleRounded
|
||||
public partial class DrawRectangleRounded : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Draw Rectangle Rounded";
|
||||
|
||||
public string Title => "raylib [shapes] example - rounded rectangle drawing";
|
||||
|
||||
private float roundness;
|
||||
private float width;
|
||||
private float height;
|
||||
private float segments;
|
||||
private float lineThick;
|
||||
|
||||
private bool drawRect;
|
||||
private bool drawRoundedRect;
|
||||
private bool drawRoundedLines;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
roundness = 0.2f;
|
||||
width = 200.0f;
|
||||
height = 100.0f;
|
||||
segments = 0.0f;
|
||||
lineThick = 1.0f;
|
||||
|
||||
drawRect = false;
|
||||
drawRoundedRect = true;
|
||||
drawRoundedLines = false;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
Rectangle rec = new(
|
||||
((float)GetScreenWidth() - width - 250) / 2,
|
||||
(GetScreenHeight() - height) / 2.0f,
|
||||
(float)width,
|
||||
(float)height
|
||||
);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawLine(560, 0, 560, GetScreenHeight(), Fade(Color.LightGray, 0.6f));
|
||||
DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(Color.LightGray, 0.3f));
|
||||
|
||||
if (drawRect)
|
||||
{
|
||||
DrawRectangleRec(rec, Fade(Color.Gold, 0.6f));
|
||||
}
|
||||
if (drawRoundedRect)
|
||||
{
|
||||
DrawRectangleRounded(rec, roundness, (int)segments, Fade(Color.Maroon, 0.2f));
|
||||
}
|
||||
if (drawRoundedLines)
|
||||
{
|
||||
DrawRectangleRoundedLinesEx(rec, roundness, (int)segments, lineThick, Fade(Color.Maroon, 0.4f));
|
||||
}
|
||||
|
||||
// Draw GUI controls
|
||||
//------------------------------------------------------------------------------
|
||||
GuiSliderBar(new Rectangle(640, 40, 105, 20), "Width", $"{width:F2}", ref width, 0, (float)GetScreenWidth() - 300);
|
||||
GuiSliderBar(new Rectangle(640, 70, 105, 20), "Height", $"{height:F2}", ref height, 0, (float)GetScreenHeight() - 50);
|
||||
GuiSliderBar(new Rectangle(640, 140, 105, 20), "Roundness", $"{roundness:F2}", ref roundness, 0.0f, 1.0f);
|
||||
GuiSliderBar(new Rectangle(640, 170, 105, 20), "Thickness", $"{lineThick:F2}", ref lineThick, 0, 20);
|
||||
GuiSliderBar(new Rectangle(640, 240, 105, 20), "Segments", $"{segments:F2}", ref segments, 0, 60);
|
||||
|
||||
GuiCheckBox(new Rectangle(640, 320, 20, 20), "DrawRoundedRect", ref drawRoundedRect);
|
||||
GuiCheckBox(new Rectangle(640, 350, 20, 20), "DrawRoundedLines", ref drawRoundedLines);
|
||||
GuiCheckBox(new Rectangle(640, 380, 20, 20), "DrawRect", ref drawRect);
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
var text = $"MODE: {((segments >= 4) ? "MANUAL" : "AUTO")}";
|
||||
DrawText(text, 640, 280, 10, (segments >= 4) ? Color.Maroon : Color.DarkGray);
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Minimal raygui-like widgets (plain raylib re-implementation)
|
||||
//----------------------------------------------------------------------------------
|
||||
private static void GuiSliderBar(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
|
||||
{
|
||||
Vector2 mouse = GetMousePosition();
|
||||
bool hover = CheckCollisionPointRec(mouse, bounds);
|
||||
if (hover && IsMouseButtonDown(MouseButton.Left))
|
||||
{
|
||||
value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
|
||||
if (value < minValue)
|
||||
{
|
||||
value = minValue;
|
||||
}
|
||||
|
||||
if (value > maxValue)
|
||||
{
|
||||
value = maxValue;
|
||||
}
|
||||
}
|
||||
|
||||
DrawRectangleRec(bounds, Color.LightGray);
|
||||
float pct = (value - minValue) / (maxValue - minValue);
|
||||
DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), Color.SkyBlue);
|
||||
DrawRectangleLinesEx(bounds, 1, Color.Gray);
|
||||
if (!string.IsNullOrEmpty(textLeft))
|
||||
{
|
||||
DrawText(textLeft, (int)bounds.X - MeasureText(textLeft, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(textRight))
|
||||
{
|
||||
DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
}
|
||||
|
||||
private static void GuiCheckBox(Rectangle bounds, string text, ref bool active)
|
||||
{
|
||||
Vector2 mouse = GetMousePosition();
|
||||
bool hover = CheckCollisionPointRec(mouse, bounds);
|
||||
if (hover && IsMouseButtonPressed(MouseButton.Left))
|
||||
{
|
||||
active = !active;
|
||||
}
|
||||
|
||||
DrawRectangleLinesEx(bounds, 1, hover ? Color.DarkBlue : Color.Gray);
|
||||
if (active)
|
||||
{
|
||||
DrawRectangle((int)bounds.X + 4, (int)bounds.Y + 4, (int)bounds.Width - 8, (int)bounds.Height - 8, Color.DarkGray);
|
||||
}
|
||||
|
||||
if (text != null)
|
||||
{
|
||||
DrawText(text, (int)(bounds.X + bounds.Width + 8), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rounded rectangle drawing");
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw rectangle rounded");
|
||||
|
||||
float roundness = 0.2f;
|
||||
int width = 400;
|
||||
int height = 200;
|
||||
int segments = 0;
|
||||
int lineThick = 10;
|
||||
|
||||
bool drawRect = false;
|
||||
bool drawRoundedRect = false;
|
||||
bool drawRoundedLines = true;
|
||||
|
||||
SetTargetFPS(60);
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new DrawRectangleRounded();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
Rectangle rec = new(
|
||||
(GetScreenWidth() - width - 250) / 2.0f,
|
||||
(GetScreenHeight() - height) / 2.0f,
|
||||
(float)width,
|
||||
(float)height
|
||||
);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawLine(560, 0, 560, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.6f));
|
||||
DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.3f));
|
||||
|
||||
if (drawRect)
|
||||
{
|
||||
DrawRectangleRec(rec, ColorAlpha(Color.Gold, 0.6f));
|
||||
}
|
||||
if (drawRoundedRect)
|
||||
{
|
||||
DrawRectangleRounded(rec, roundness, segments, ColorAlpha(Color.Maroon, 0.2f));
|
||||
}
|
||||
if (drawRoundedLines)
|
||||
{
|
||||
DrawRectangleRoundedLinesEx(rec, roundness, segments, (float)lineThick, ColorAlpha(Color.Maroon, 0.4f));
|
||||
}
|
||||
|
||||
// Draw GUI controls
|
||||
//------------------------------------------------------------------------------
|
||||
/*width = GuiSliderBar(new Rectangle( 640, 40, 105, 20 ), "Width", width, 0, GetScreenWidth() - 300, true );
|
||||
height = GuiSliderBar(new Rectangle( 640, 70, 105, 20 ), "Height", height, 0, GetScreenHeight() - 50, true);
|
||||
roundness = GuiSliderBar(new Rectangle( 640, 140, 105, 20 ), "Roundness", roundness, 0.0f, 1.0f, true);
|
||||
lineThick = GuiSliderBar(new Rectangle( 640, 170, 105, 20 ), "Thickness", lineThick, 0, 20, true);
|
||||
segments = GuiSliderBar(new Rectangle( 640, 240, 105, 20), "Segments", segments, 0, 60, true);
|
||||
|
||||
drawRoundedRect = GuiCheckBox(new Rectangle( 640, 320, 20, 20 ), "DrawRoundedRect", drawRoundedRect);
|
||||
drawRoundedLines = GuiCheckBox(new Rectangle( 640, 350, 20, 20 ), "DrawRoundedLines", drawRoundedLines);
|
||||
drawRect = GuiCheckBox(new Rectangle( 640, 380, 20, 20), "DrawRect", drawRect);*/
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
string text = $"MODE: {((segments >= 4) ? "MANUAL" : "AUTO")}";
|
||||
DrawText(text, 640, 280, 10, (segments >= 4) ? Color.Maroon : Color.DarkGray);
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,130 +1,220 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - draw ring (with gui options)
|
||||
* raylib [shapes] example - ring drawing
|
||||
*
|
||||
* 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: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||
*
|
||||
* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2018 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
|
||||
* 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) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class DrawRing
|
||||
public partial class DrawRing : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Draw Ring";
|
||||
|
||||
public string Title => "raylib [shapes] example - ring drawing";
|
||||
|
||||
private Vector2 center;
|
||||
|
||||
private float innerRadius;
|
||||
private float outerRadius;
|
||||
|
||||
private float startAngle;
|
||||
private float endAngle;
|
||||
private float segments;
|
||||
|
||||
private bool drawRing;
|
||||
private bool drawRingLines;
|
||||
private bool drawCircleLines;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
center = new((GetScreenWidth() - 300) / 2.0f, GetScreenHeight() / 2.0f);
|
||||
|
||||
innerRadius = 80.0f;
|
||||
outerRadius = 190.0f;
|
||||
|
||||
startAngle = 0.0f;
|
||||
endAngle = 360.0f;
|
||||
segments = 0.0f;
|
||||
|
||||
drawRing = true;
|
||||
drawRingLines = false;
|
||||
drawCircleLines = false;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// NOTE: All variables update happens inside GUI control functions
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawLine(500, 0, 500, GetScreenHeight(), Fade(Color.LightGray, 0.6f));
|
||||
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(Color.LightGray, 0.3f));
|
||||
|
||||
if (drawRing)
|
||||
{
|
||||
DrawRing(
|
||||
center,
|
||||
innerRadius,
|
||||
outerRadius,
|
||||
startAngle,
|
||||
endAngle,
|
||||
(int)segments,
|
||||
Fade(Color.Maroon, 0.3f)
|
||||
);
|
||||
}
|
||||
if (drawRingLines)
|
||||
{
|
||||
DrawRingLines(
|
||||
center,
|
||||
innerRadius,
|
||||
outerRadius,
|
||||
startAngle,
|
||||
endAngle,
|
||||
(int)segments,
|
||||
Fade(Color.Black, 0.4f)
|
||||
);
|
||||
}
|
||||
if (drawCircleLines)
|
||||
{
|
||||
DrawCircleSectorLines(
|
||||
center,
|
||||
outerRadius,
|
||||
startAngle,
|
||||
endAngle,
|
||||
(int)segments,
|
||||
Fade(Color.Black, 0.4f)
|
||||
);
|
||||
}
|
||||
|
||||
// Draw GUI controls
|
||||
//------------------------------------------------------------------------------
|
||||
GuiSliderBar(new Rectangle(600, 40, 120, 20), "StartAngle", $"{startAngle:F2}", ref startAngle, -450, 450);
|
||||
GuiSliderBar(new Rectangle(600, 70, 120, 20), "EndAngle", $"{endAngle:F2}", ref endAngle, -450, 450);
|
||||
|
||||
GuiSliderBar(new Rectangle(600, 140, 120, 20), "InnerRadius", $"{innerRadius:F2}", ref innerRadius, 0, 100);
|
||||
GuiSliderBar(new Rectangle(600, 170, 120, 20), "OuterRadius", $"{outerRadius:F2}", ref outerRadius, 0, 200);
|
||||
|
||||
GuiSliderBar(new Rectangle(600, 240, 120, 20), "Segments", $"{segments:F2}", ref segments, 0, 100);
|
||||
|
||||
GuiCheckBox(new Rectangle(600, 320, 20, 20), "Draw Ring", ref drawRing);
|
||||
GuiCheckBox(new Rectangle(600, 350, 20, 20), "Draw RingLines", ref drawRingLines);
|
||||
GuiCheckBox(new Rectangle(600, 380, 20, 20), "Draw CircleLines", ref drawCircleLines);
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
var minSegments = (int)MathF.Ceiling((endAngle - startAngle) / 90);
|
||||
var color = (segments >= minSegments) ? Color.Maroon : Color.DarkGray;
|
||||
DrawText($"MODE: {((segments >= minSegments) ? "MANUAL" : "AUTO")}", 600, 270, 10, color);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Minimal raygui-like widgets (plain raylib re-implementation)
|
||||
//----------------------------------------------------------------------------------
|
||||
private static void GuiSliderBar(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
|
||||
{
|
||||
Vector2 mouse = GetMousePosition();
|
||||
bool hover = CheckCollisionPointRec(mouse, bounds);
|
||||
if (hover && IsMouseButtonDown(MouseButton.Left))
|
||||
{
|
||||
value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
|
||||
if (value < minValue)
|
||||
{
|
||||
value = minValue;
|
||||
}
|
||||
|
||||
if (value > maxValue)
|
||||
{
|
||||
value = maxValue;
|
||||
}
|
||||
}
|
||||
|
||||
DrawRectangleRec(bounds, Color.LightGray);
|
||||
float pct = (value - minValue) / (maxValue - minValue);
|
||||
DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), Color.SkyBlue);
|
||||
DrawRectangleLinesEx(bounds, 1, Color.Gray);
|
||||
if (!string.IsNullOrEmpty(textLeft))
|
||||
{
|
||||
DrawText(textLeft, (int)bounds.X - MeasureText(textLeft, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(textRight))
|
||||
{
|
||||
DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
}
|
||||
|
||||
private static void GuiCheckBox(Rectangle bounds, string text, ref bool active)
|
||||
{
|
||||
Vector2 mouse = GetMousePosition();
|
||||
bool hover = CheckCollisionPointRec(mouse, bounds);
|
||||
if (hover && IsMouseButtonPressed(MouseButton.Left))
|
||||
{
|
||||
active = !active;
|
||||
}
|
||||
|
||||
DrawRectangleLinesEx(bounds, 1, hover ? Color.DarkBlue : Color.Gray);
|
||||
if (active)
|
||||
{
|
||||
DrawRectangle((int)bounds.X + 4, (int)bounds.Y + 4, (int)bounds.Width - 8, (int)bounds.Height - 8, Color.DarkGray);
|
||||
}
|
||||
|
||||
if (text != null)
|
||||
{
|
||||
DrawText(text, (int)(bounds.X + bounds.Width + 8), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ring drawing");
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw ring");
|
||||
|
||||
Vector2 center = new((GetScreenWidth() - 300) / 2, GetScreenHeight() / 2);
|
||||
|
||||
float innerRadius = 80.0f;
|
||||
float outerRadius = 190.0f;
|
||||
|
||||
int startAngle = 0;
|
||||
int endAngle = 360;
|
||||
int segments = 0;
|
||||
int minSegments = 4;
|
||||
|
||||
bool drawRing = true;
|
||||
bool drawRingLines = false;
|
||||
bool drawCircleLines = false;
|
||||
|
||||
SetTargetFPS(60);
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new DrawRing();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// NOTE: All variables update happens inside GUI control functions
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawLine(500, 0, 500, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.6f));
|
||||
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.3f));
|
||||
|
||||
if (drawRing)
|
||||
{
|
||||
DrawRing(
|
||||
center,
|
||||
innerRadius,
|
||||
outerRadius,
|
||||
startAngle,
|
||||
endAngle,
|
||||
segments,
|
||||
ColorAlpha(Color.Maroon, 0.3f)
|
||||
);
|
||||
}
|
||||
if (drawRingLines)
|
||||
{
|
||||
DrawRingLines(
|
||||
center,
|
||||
innerRadius,
|
||||
outerRadius,
|
||||
startAngle,
|
||||
endAngle,
|
||||
segments,
|
||||
ColorAlpha(Color.Black, 0.4f)
|
||||
);
|
||||
}
|
||||
if (drawCircleLines)
|
||||
{
|
||||
DrawCircleSectorLines(
|
||||
center,
|
||||
outerRadius,
|
||||
startAngle,
|
||||
endAngle,
|
||||
segments,
|
||||
ColorAlpha(Color.Black, 0.4f)
|
||||
);
|
||||
}
|
||||
|
||||
// Draw GUI controls
|
||||
//------------------------------------------------------------------------------
|
||||
/*startAngle = GuiSliderBar(new Rectangle( 600, 40, 120, 20 ), "StartAngle", startAngle, -450, 450, true);
|
||||
endAngle = GuiSliderBar(new Rectangle( 600, 70, 120, 20 ), "EndAngle", endAngle, -450, 450, true);
|
||||
|
||||
innerRadius = GuiSliderBar(new Rectangle( 600, 140, 120, 20 ), "InnerRadius", innerRadius, 0, 100, true);
|
||||
outerRadius = GuiSliderBar(new Rectangle( 600, 170, 120, 20 ), "OuterRadius", outerRadius, 0, 200, true);
|
||||
|
||||
segments = GuiSliderBar(new Rectangle( 600, 240, 120, 20 ), "Segments", segments, 0, 100, true);
|
||||
|
||||
drawRing = GuiCheckBox(new Rectangle( 600, 320, 20, 20 ), "Draw Ring", drawRing);
|
||||
drawRingLines = GuiCheckBox(new Rectangle( 600, 350, 20, 20 ), "Draw RingLines", drawRingLines);
|
||||
drawCircleLines = GuiCheckBox(new Rectangle( 600, 380, 20, 20 ), "Draw CircleLines", drawCircleLines);*/
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
minSegments = (int)MathF.Ceiling((endAngle - startAngle) / 90);
|
||||
Color color = (segments >= minSegments) ? Color.Maroon : Color.DarkGray;
|
||||
DrawText($"MODE: {((segments >= minSegments) ? "MANUAL" : "AUTO")}", 600, 270, 10, color);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,127 +1,154 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using static Raylib_cs.Raylib;
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,143 +1,168 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - easings box anim
|
||||
* raylib [shapes] example - easings box
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
using Examples.Shared;
|
||||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class EasingsBoxAnim
|
||||
public partial class EasingsBoxAnim : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Easings Box Anim";
|
||||
|
||||
public string Title => "raylib [shapes] example - easings box";
|
||||
|
||||
// Box variables to be animated with easings
|
||||
private Rectangle rec;
|
||||
private float rotation;
|
||||
private float alpha;
|
||||
|
||||
private int state;
|
||||
private int framesCounter;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
rec = new(GetScreenWidth() / 2.0f, -100, 100, 100);
|
||||
rotation = 0.0f;
|
||||
alpha = 1.0f;
|
||||
|
||||
state = 0;
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
switch (state)
|
||||
{
|
||||
case 0: // Move box down to center of screen
|
||||
framesCounter++;
|
||||
|
||||
// NOTE: Remember that 3rd parameter of easing function refers to
|
||||
// desired value variation, do not confuse it with expected final value!
|
||||
rec.Y = Easings.EaseElasticOut(framesCounter, -100, GetScreenHeight() / 2.0f + 100, 120);
|
||||
|
||||
if (framesCounter >= 120)
|
||||
{
|
||||
framesCounter = 0;
|
||||
state = 1;
|
||||
}
|
||||
break;
|
||||
case 1: // Scale box to an horizontal bar
|
||||
framesCounter++;
|
||||
rec.Height = Easings.EaseBounceOut(framesCounter, 100, -90, 120);
|
||||
rec.Width = Easings.EaseBounceOut(framesCounter, 100, GetScreenWidth(), 120);
|
||||
|
||||
if (framesCounter >= 120)
|
||||
{
|
||||
framesCounter = 0;
|
||||
state = 2;
|
||||
}
|
||||
break;
|
||||
case 2: // Rotate horizontal bar rectangle
|
||||
framesCounter++;
|
||||
rotation = Easings.EaseQuadOut(framesCounter, 0.0f, 270.0f, 240);
|
||||
|
||||
if (framesCounter >= 240)
|
||||
{
|
||||
framesCounter = 0;
|
||||
state = 3;
|
||||
}
|
||||
break;
|
||||
case 3: // Increase bar size to fill all screen
|
||||
framesCounter++;
|
||||
rec.Height = Easings.EaseCircOut(framesCounter, 10, GetScreenWidth(), 120);
|
||||
|
||||
if (framesCounter >= 120)
|
||||
{
|
||||
framesCounter = 0;
|
||||
state = 4;
|
||||
}
|
||||
break;
|
||||
case 4: // Fade out animation
|
||||
framesCounter++;
|
||||
alpha = Easings.EaseSineOut(framesCounter, 1.0f, -1.0f, 160);
|
||||
|
||||
if (framesCounter >= 160)
|
||||
{
|
||||
framesCounter = 0;
|
||||
state = 5;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
// Reset animation at any moment
|
||||
if (IsKeyPressed(KeyboardKey.Space))
|
||||
{
|
||||
rec = new Rectangle(GetScreenWidth() / 2.0f, -100, 100, 100);
|
||||
rotation = 0.0f;
|
||||
alpha = 1.0f;
|
||||
state = 0;
|
||||
framesCounter = 0;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawRectanglePro(
|
||||
rec,
|
||||
new Vector2(rec.Width / 2, rec.Height / 2),
|
||||
rotation,
|
||||
Fade(Color.Black, alpha)
|
||||
);
|
||||
DrawText("PRESS [SPACE] TO RESET BOX ANIMATION!", 10, GetScreenHeight() - 25, 20, Color.LightGray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box");
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box anim");
|
||||
|
||||
// Box variables to be animated with easings
|
||||
Rectangle rec = new(GetScreenWidth() / 2, -100, 100, 100);
|
||||
float rotation = 0.0f;
|
||||
float alpha = 1.0f;
|
||||
|
||||
int state = 0;
|
||||
int framesCounter = 0;
|
||||
|
||||
SetTargetFPS(60);
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new EasingsBoxAnim();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
switch (state)
|
||||
{
|
||||
// Move box down to center of screen
|
||||
case 0:
|
||||
framesCounter += 1;
|
||||
|
||||
// NOTE: Remember that 3rd parameter of easing function refers to
|
||||
// desired value variation, do not confuse it with expected final value!
|
||||
rec.Y = Easings.EaseElasticOut(framesCounter, -100, GetScreenHeight() / 2 + 100, 120);
|
||||
|
||||
if (framesCounter >= 120)
|
||||
{
|
||||
framesCounter = 0;
|
||||
state = 1;
|
||||
}
|
||||
break;
|
||||
// Scale box to an horizontal bar
|
||||
case 1:
|
||||
framesCounter += 1;
|
||||
rec.Height = Easings.EaseBounceOut(framesCounter, 100, -90, 120);
|
||||
rec.Width = Easings.EaseBounceOut(framesCounter, 100, GetScreenWidth(), 120);
|
||||
|
||||
if (framesCounter >= 120)
|
||||
{
|
||||
framesCounter = 0;
|
||||
state = 2;
|
||||
}
|
||||
break;
|
||||
// Rotate horizontal bar rectangle
|
||||
case 2:
|
||||
framesCounter += 1;
|
||||
rotation = Easings.EaseQuadOut(framesCounter, 0.0f, 270.0f, 240);
|
||||
|
||||
if (framesCounter >= 240)
|
||||
{
|
||||
framesCounter = 0;
|
||||
state = 3;
|
||||
}
|
||||
break;
|
||||
// Increase bar size to fill all screen
|
||||
case 3:
|
||||
framesCounter += 1;
|
||||
rec.Height = Easings.EaseCircOut(framesCounter, 10, GetScreenWidth(), 120);
|
||||
|
||||
if (framesCounter >= 120)
|
||||
{
|
||||
framesCounter = 0;
|
||||
state = 4;
|
||||
}
|
||||
break;
|
||||
// Fade out animation
|
||||
case 4:
|
||||
framesCounter++;
|
||||
alpha = Easings.EaseSineOut(framesCounter, 1.0f, -1.0f, 160);
|
||||
|
||||
if (framesCounter >= 160)
|
||||
{
|
||||
framesCounter = 0;
|
||||
state = 5;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
// Reset animation at any moment
|
||||
if (IsKeyPressed(KeyboardKey.Space))
|
||||
{
|
||||
rec = new Rectangle(GetScreenWidth() / 2, -100, 100, 100);
|
||||
rotation = 0.0f;
|
||||
alpha = 1.0f;
|
||||
state = 0;
|
||||
framesCounter = 0;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawRectanglePro(
|
||||
rec,
|
||||
new Vector2(rec.Width / 2, rec.Height / 2),
|
||||
rotation,
|
||||
ColorAlpha(Color.Black, alpha)
|
||||
);
|
||||
DrawText("PRESS [SPACE] TO RESET BOX ANIMATION!", 10, GetScreenHeight() - 25, 20, Color.LightGray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,25 +1,30 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - easings rectangle array
|
||||
* raylib [shapes] example - easings rectangles
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* NOTE: This example requires 'easings.h' library, provided on raylib/src. Just copy
|
||||
* the library to same directory as example or make sure it's available on include path.
|
||||
* the library to same directory as example or make sure it's available on include path
|
||||
*
|
||||
* This example has been created using raylib 2.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example originally created with raylib 2.0, last time updated with raylib 2.5
|
||||
*
|
||||
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
using Examples.Shared;
|
||||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class EasingsRectangleArray
|
||||
public partial class EasingsRectangleArray : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public const int RecsWidth = 50;
|
||||
public const int RecsHeight = 50;
|
||||
public const int MaxRecsX = 800 / RecsWidth;
|
||||
|
|
@ -28,112 +33,133 @@ public class EasingsRectangleArray
|
|||
// At 60 fps = 4 seconds
|
||||
public const int PlayTimeInFrames = 240;
|
||||
|
||||
public static int Main()
|
||||
public string Name => "Shapes / Easings Rectangle Array";
|
||||
|
||||
public string Title => "raylib [shapes] example - easings rectangles";
|
||||
|
||||
private Rectangle[] recs;
|
||||
private float rotation;
|
||||
private int framesCounter;
|
||||
private int state; // Rectangles animation state: 0-Playing, 1-Finished
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
recs = new Rectangle[MaxRecsX * MaxRecsY];
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array");
|
||||
|
||||
Rectangle[] recs = new Rectangle[MaxRecsX * MaxRecsY];
|
||||
|
||||
for (int y = 0; y < MaxRecsY; y++)
|
||||
for (var y = 0; y < MaxRecsY; y++)
|
||||
{
|
||||
for (int x = 0; x < MaxRecsX; x++)
|
||||
for (var x = 0; x < MaxRecsX; x++)
|
||||
{
|
||||
recs[y * MaxRecsX + x].X = RecsWidth / 2 + RecsWidth * x;
|
||||
recs[y * MaxRecsX + x].Y = RecsHeight / 2 + RecsHeight * y;
|
||||
recs[y * MaxRecsX + x].X = RecsWidth / 2.0f + RecsWidth * x;
|
||||
recs[y * MaxRecsX + x].Y = RecsHeight / 2.0f + RecsHeight * y;
|
||||
recs[y * MaxRecsX + x].Width = RecsWidth;
|
||||
recs[y * MaxRecsX + x].Height = RecsHeight;
|
||||
}
|
||||
}
|
||||
|
||||
float rotation = 0.0f;
|
||||
int framesCounter = 0;
|
||||
rotation = 0.0f;
|
||||
framesCounter = 0;
|
||||
state = 0;
|
||||
}
|
||||
|
||||
// Rectangles animation state: 0-Playing, 1-Finished
|
||||
int state = 0;
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (state == 0)
|
||||
{
|
||||
framesCounter++;
|
||||
|
||||
SetTargetFPS(60);
|
||||
for (var i = 0; i < MaxRecsX * MaxRecsY; i++)
|
||||
{
|
||||
recs[i].Height = Easings.EaseCircOut(framesCounter, RecsHeight, -RecsHeight, PlayTimeInFrames);
|
||||
recs[i].Width = Easings.EaseCircOut(framesCounter, RecsWidth, -RecsWidth, PlayTimeInFrames);
|
||||
|
||||
if (recs[i].Height < 0)
|
||||
{
|
||||
recs[i].Height = 0;
|
||||
}
|
||||
if (recs[i].Width < 0)
|
||||
{
|
||||
recs[i].Width = 0;
|
||||
}
|
||||
|
||||
// Finish playing
|
||||
if ((recs[i].Height == 0) && (recs[i].Width == 0))
|
||||
{
|
||||
state = 1;
|
||||
}
|
||||
rotation = Easings.EaseLinearIn(framesCounter, 0.0f, 360.0f, PlayTimeInFrames);
|
||||
}
|
||||
}
|
||||
else if ((state == 1) && IsKeyPressed(KeyboardKey.Space))
|
||||
{
|
||||
// When animation has finished, press space to restart
|
||||
framesCounter = 0;
|
||||
|
||||
for (var i = 0; i < MaxRecsX * MaxRecsY; i++)
|
||||
{
|
||||
recs[i].Height = RecsHeight;
|
||||
recs[i].Width = RecsWidth;
|
||||
}
|
||||
|
||||
state = 0;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
if (state == 0)
|
||||
{
|
||||
for (var i = 0; i < MaxRecsX * MaxRecsY; i++)
|
||||
{
|
||||
DrawRectanglePro(
|
||||
recs[i],
|
||||
new Vector2(recs[i].Width / 2, recs[i].Height / 2),
|
||||
rotation,
|
||||
Color.Red
|
||||
);
|
||||
}
|
||||
}
|
||||
else if (state == 1)
|
||||
{
|
||||
DrawText("PRESS [SPACE] TO PLAY AGAIN!", 240, 200, 20, Color.Gray);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangles");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new EasingsRectangleArray();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (state == 0)
|
||||
{
|
||||
framesCounter++;
|
||||
|
||||
for (int i = 0; i < MaxRecsX * MaxRecsY; i++)
|
||||
{
|
||||
recs[i].Height = Easings.EaseCircOut(framesCounter, RecsHeight, -RecsHeight, PlayTimeInFrames);
|
||||
recs[i].Width = Easings.EaseCircOut(framesCounter, RecsWidth, -RecsWidth, PlayTimeInFrames);
|
||||
|
||||
if (recs[i].Height < 0)
|
||||
{
|
||||
recs[i].Height = 0;
|
||||
}
|
||||
if (recs[i].Width < 0)
|
||||
{
|
||||
recs[i].Width = 0;
|
||||
}
|
||||
|
||||
// Finish playing
|
||||
if ((recs[i].Height == 0) && (recs[i].Width == 0))
|
||||
{
|
||||
state = 1;
|
||||
}
|
||||
rotation = Easings.EaseLinearIn(framesCounter, 0.0f, 360.0f, PlayTimeInFrames);
|
||||
}
|
||||
}
|
||||
else if ((state == 1) && IsKeyPressed(KeyboardKey.Space))
|
||||
{
|
||||
// When animation has finished, press space to restart
|
||||
framesCounter = 0;
|
||||
|
||||
for (int i = 0; i < MaxRecsX * MaxRecsY; i++)
|
||||
{
|
||||
recs[i].Height = RecsHeight;
|
||||
recs[i].Width = RecsWidth;
|
||||
}
|
||||
|
||||
state = 0;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
if (state == 0)
|
||||
{
|
||||
for (int i = 0; i < MaxRecsX * MaxRecsY; i++)
|
||||
{
|
||||
DrawRectanglePro(
|
||||
recs[i],
|
||||
new Vector2(recs[i].Width / 2, recs[i].Height / 2),
|
||||
rotation,
|
||||
Color.Red
|
||||
);
|
||||
}
|
||||
}
|
||||
else if (state == 1)
|
||||
{
|
||||
DrawText("PRESS [SPACE] TO PLAY AGAIN!", 240, 200, 20, Color.Gray);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
263
Examples/Shapes/EasingsTestbed.cs
Normal file
263
Examples/Shapes/EasingsTestbed.cs
Normal file
|
|
@ -0,0 +1,263 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - easings testbed
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||
*
|
||||
* Example contributed by Juan Miguel López (@flashback-fx) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* 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 Juan Miguel López (@flashback-fx) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using Examples.Shared;
|
||||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public partial class EasingsTestbed : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
private const int FONT_SIZE = 20;
|
||||
|
||||
private const float D_STEP = 20.0f;
|
||||
private const float D_STEP_FINE = 2.0f;
|
||||
private const float D_MIN = 1.0f;
|
||||
private const float D_MAX = 10000.0f;
|
||||
|
||||
public string Name => "Shapes / Easings Testbed";
|
||||
|
||||
public string Title => "raylib [shapes] example - easings testbed";
|
||||
|
||||
// Easing types
|
||||
private const int EASE_LINEAR_NONE = 0;
|
||||
private const int NUM_EASING_TYPES = 27;
|
||||
private const int EASING_NONE = NUM_EASING_TYPES;
|
||||
|
||||
// NoEase function, used when "no easing" is selected for any axis
|
||||
// It just ignores all parameters besides b
|
||||
private static float NoEase(float t, float b, float c, float d)
|
||||
{
|
||||
// Hack to avoid compiler warning (about unused variables)
|
||||
float burn = t + b + c + d;
|
||||
d += burn;
|
||||
|
||||
return b;
|
||||
}
|
||||
|
||||
// Easing functions reference data
|
||||
private string[] easingNames;
|
||||
private Func<float, float, float, float, float>[] easingFuncs;
|
||||
|
||||
private Vector2 ballPosition;
|
||||
private float t; // Current time (in any unit measure, but same unit as duration)
|
||||
private float d; // Total time it should take to complete (duration)
|
||||
private bool paused;
|
||||
private bool boundedT; // If true, t will stop when d >= td, otherwise t will keep adding td to its value every loop
|
||||
|
||||
private int easingX; // Easing selected for x axis
|
||||
private int easingY; // Easing selected for y axis
|
||||
|
||||
public void Init()
|
||||
{
|
||||
easingNames = new string[]
|
||||
{
|
||||
"EaseLinearNone", "EaseLinearIn", "EaseLinearOut", "EaseLinearInOut",
|
||||
"EaseSineIn", "EaseSineOut", "EaseSineInOut",
|
||||
"EaseCircIn", "EaseCircOut", "EaseCircInOut",
|
||||
"EaseCubicIn", "EaseCubicOut", "EaseCubicInOut",
|
||||
"EaseQuadIn", "EaseQuadOut", "EaseQuadInOut",
|
||||
"EaseExpoIn", "EaseExpoOut", "EaseExpoInOut",
|
||||
"EaseBackIn", "EaseBackOut", "EaseBackInOut",
|
||||
"EaseBounceOut", "EaseBounceIn", "EaseBounceInOut",
|
||||
"EaseElasticIn", "EaseElasticOut", "EaseElasticInOut",
|
||||
"None",
|
||||
};
|
||||
|
||||
easingFuncs = new Func<float, float, float, float, float>[]
|
||||
{
|
||||
Easings.EaseLinearNone, Easings.EaseLinearIn, Easings.EaseLinearOut, Easings.EaseLinearInOut,
|
||||
Easings.EaseSineIn, Easings.EaseSineOut, Easings.EaseSineInOut,
|
||||
Easings.EaseCircIn, Easings.EaseCircOut, Easings.EaseCircInOut,
|
||||
Easings.EaseCubicIn, Easings.EaseCubicOut, Easings.EaseCubicInOut,
|
||||
Easings.EaseQuadIn, Easings.EaseQuadOut, Easings.EaseQuadInOut,
|
||||
Easings.EaseExpoIn, Easings.EaseExpoOut, Easings.EaseExpoInOut,
|
||||
Easings.EaseBackIn, Easings.EaseBackOut, Easings.EaseBackInOut,
|
||||
Easings.EaseBounceOut, Easings.EaseBounceIn, Easings.EaseBounceInOut,
|
||||
Easings.EaseElasticIn, Easings.EaseElasticOut, Easings.EaseElasticInOut,
|
||||
NoEase,
|
||||
};
|
||||
|
||||
ballPosition = new Vector2(100.0f, 100.0f);
|
||||
|
||||
t = 0.0f;
|
||||
d = 300.0f;
|
||||
paused = true;
|
||||
boundedT = true;
|
||||
|
||||
easingX = EASING_NONE;
|
||||
easingY = EASING_NONE;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KeyboardKey.T))
|
||||
{
|
||||
boundedT = !boundedT;
|
||||
}
|
||||
|
||||
// Choose easing for the X axis
|
||||
if (IsKeyPressed(KeyboardKey.Right))
|
||||
{
|
||||
easingX++;
|
||||
|
||||
if (easingX > EASING_NONE)
|
||||
{
|
||||
easingX = 0;
|
||||
}
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.Left))
|
||||
{
|
||||
if (easingX == 0)
|
||||
{
|
||||
easingX = EASING_NONE;
|
||||
}
|
||||
else
|
||||
{
|
||||
easingX--;
|
||||
}
|
||||
}
|
||||
|
||||
// Choose easing for the Y axis
|
||||
if (IsKeyPressed(KeyboardKey.Down))
|
||||
{
|
||||
easingY++;
|
||||
|
||||
if (easingY > EASING_NONE)
|
||||
{
|
||||
easingY = 0;
|
||||
}
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.Up))
|
||||
{
|
||||
if (easingY == 0)
|
||||
{
|
||||
easingY = EASING_NONE;
|
||||
}
|
||||
else
|
||||
{
|
||||
easingY--;
|
||||
}
|
||||
}
|
||||
|
||||
// Change d (duration) value
|
||||
if (IsKeyPressed(KeyboardKey.W) && (d < D_MAX - D_STEP))
|
||||
{
|
||||
d += D_STEP;
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.Q) && (d > D_MIN + D_STEP))
|
||||
{
|
||||
d -= D_STEP;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.S) && (d < D_MAX - D_STEP_FINE))
|
||||
{
|
||||
d += D_STEP_FINE;
|
||||
}
|
||||
else if (IsKeyDown(KeyboardKey.A) && (d > D_MIN + D_STEP_FINE))
|
||||
{
|
||||
d -= D_STEP_FINE;
|
||||
}
|
||||
|
||||
// Play, pause and restart controls
|
||||
if (IsKeyPressed(KeyboardKey.Space) || IsKeyPressed(KeyboardKey.T) ||
|
||||
IsKeyPressed(KeyboardKey.Right) || IsKeyPressed(KeyboardKey.Left) ||
|
||||
IsKeyPressed(KeyboardKey.Down) || IsKeyPressed(KeyboardKey.Up) ||
|
||||
IsKeyPressed(KeyboardKey.W) || IsKeyPressed(KeyboardKey.Q) ||
|
||||
IsKeyDown(KeyboardKey.S) || IsKeyDown(KeyboardKey.A) ||
|
||||
(IsKeyPressed(KeyboardKey.Enter) && (boundedT == true) && (t >= d)))
|
||||
{
|
||||
t = 0.0f;
|
||||
ballPosition.X = 100.0f;
|
||||
ballPosition.Y = 100.0f;
|
||||
paused = true;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.Enter))
|
||||
{
|
||||
paused = !paused;
|
||||
}
|
||||
|
||||
// Movement computation
|
||||
if (!paused && ((boundedT && t < d) || !boundedT))
|
||||
{
|
||||
ballPosition.X = easingFuncs[easingX](t, 100.0f, 700.0f - 170.0f, d);
|
||||
ballPosition.Y = easingFuncs[easingY](t, 100.0f, 400.0f - 170.0f, d);
|
||||
t += 1.0f;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
// Draw information text
|
||||
DrawText($"Easing x: {easingNames[easingX]}", 20, FONT_SIZE, FONT_SIZE, Color.LightGray);
|
||||
DrawText($"Easing y: {easingNames[easingY]}", 20, FONT_SIZE * 2, FONT_SIZE, Color.LightGray);
|
||||
DrawText($"t ({(boundedT == true ? 'b' : 'u')}) = {t:F2} d = {d:F2}", 20, FONT_SIZE * 3, FONT_SIZE, Color.LightGray);
|
||||
|
||||
// Draw instructions text
|
||||
DrawText("Use ENTER to play or pause movement, use SPACE to restart", 20, GetScreenHeight() - FONT_SIZE * 2, FONT_SIZE, Color.LightGray);
|
||||
DrawText("Use Q and W or A and S keys to change duration", 20, GetScreenHeight() - FONT_SIZE * 3, FONT_SIZE, Color.LightGray);
|
||||
DrawText("Use LEFT or RIGHT keys to choose easing for the x axis", 20, GetScreenHeight() - FONT_SIZE * 4, FONT_SIZE, Color.LightGray);
|
||||
DrawText("Use UP or DOWN keys to choose easing for the y axis", 20, GetScreenHeight() - FONT_SIZE * 5, FONT_SIZE, Color.LightGray);
|
||||
|
||||
// Draw ball
|
||||
DrawCircleV(ballPosition, 16.0f, Color.Maroon);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings testbed");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new EasingsTestbed();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
191
Examples/Shapes/EllipseCollision.cs
Normal file
191
Examples/Shapes/EllipseCollision.cs
Normal file
|
|
@ -0,0 +1,191 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - ellipse collision
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.5
|
||||
*
|
||||
* Example contributed by Ziya (@Monjaris)
|
||||
*
|
||||
* 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) 2025 Ziya (@Monjaris)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public partial class EllipseCollision : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Ellipse Collision";
|
||||
|
||||
public string Title => "raylib [shapes] example - collision ellipses";
|
||||
|
||||
private Vector2 ellipseACenter;
|
||||
private float ellipseARx;
|
||||
private float ellipseARy;
|
||||
|
||||
private Vector2 ellipseBCenter;
|
||||
private float ellipseBRx;
|
||||
private float ellipseBRy;
|
||||
|
||||
// 0 = controlling A, 1 = controlling B
|
||||
private int controlled;
|
||||
|
||||
// Check if point is inside ellipse
|
||||
private static bool CheckCollisionPointEllipse(Vector2 point, Vector2 center, float rx, float ry)
|
||||
{
|
||||
float dx = (point.X - center.X) / rx;
|
||||
float dy = (point.Y - center.Y) / ry;
|
||||
return (dx * dx + dy * dy) <= 1.0f;
|
||||
}
|
||||
|
||||
// Check if two ellipses collide
|
||||
// Uses radial boundary distance in the direction between centers — scales correctly with radii
|
||||
private static bool CheckCollisionEllipses(Vector2 c1, float rx1, float ry1, Vector2 c2, float rx2, float ry2)
|
||||
{
|
||||
float dx = c2.X - c1.X;
|
||||
float dy = c2.Y - c1.Y;
|
||||
float dist = MathF.Sqrt(dx * dx + dy * dy);
|
||||
|
||||
// Ellipses are on top of each other
|
||||
if (dist == 0.0f)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
float theta = MathF.Atan2(dy, dx);
|
||||
float cosT = MathF.Cos(theta);
|
||||
float sinT = MathF.Sin(theta);
|
||||
|
||||
// Radial distance from center to ellipse boundary in direction theta
|
||||
// r(theta) = (rx * ry) / sqrt((ry*cos)^2 + (rx*sin)^2)
|
||||
float r1 = (rx1 * ry1) / MathF.Sqrt((ry1 * cosT) * (ry1 * cosT) + (rx1 * sinT) * (rx1 * sinT));
|
||||
float r2 = (rx2 * ry2) / MathF.Sqrt((ry2 * cosT) * (ry2 * cosT) + (rx2 * sinT) * (rx2 * sinT));
|
||||
|
||||
return dist <= (r1 + r2);
|
||||
}
|
||||
|
||||
public void Init()
|
||||
{
|
||||
ellipseACenter = new((float)screenWidth / 4, (float)screenHeight / 2);
|
||||
ellipseARx = 120.0f;
|
||||
ellipseARy = 70.0f;
|
||||
|
||||
ellipseBCenter = new((float)screenWidth * 3 / 4, (float)screenHeight / 2);
|
||||
ellipseBRx = 90.0f;
|
||||
ellipseBRy = 140.0f;
|
||||
|
||||
// 0 = controlling A, 1 = controlling B
|
||||
controlled = 0;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KeyboardKey.A))
|
||||
{
|
||||
controlled = 0;
|
||||
}
|
||||
if (IsKeyPressed(KeyboardKey.B))
|
||||
{
|
||||
controlled = 1;
|
||||
}
|
||||
|
||||
if (controlled == 0)
|
||||
{
|
||||
ellipseACenter = GetMousePosition();
|
||||
}
|
||||
else
|
||||
{
|
||||
ellipseBCenter = GetMousePosition();
|
||||
}
|
||||
|
||||
bool ellipsesCollide = CheckCollisionEllipses(
|
||||
ellipseACenter, ellipseARx, ellipseARy,
|
||||
ellipseBCenter, ellipseBRx, ellipseBRy
|
||||
);
|
||||
|
||||
bool mouseInA = CheckCollisionPointEllipse(GetMousePosition(), ellipseACenter, ellipseARx, ellipseARy);
|
||||
bool mouseInB = CheckCollisionPointEllipse(GetMousePosition(), ellipseBCenter, ellipseBRx, ellipseBRy);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawEllipse((int)ellipseACenter.X, (int)ellipseACenter.Y, ellipseARx, ellipseARy, ellipsesCollide ? Color.Red : Color.Blue);
|
||||
|
||||
DrawEllipse((int)ellipseBCenter.X, (int)ellipseBCenter.Y, ellipseBRx, ellipseBRy, ellipsesCollide ? Color.Red : Color.Green);
|
||||
|
||||
DrawEllipseLines((int)ellipseACenter.X, (int)ellipseACenter.Y, ellipseARx, ellipseARy, Color.White);
|
||||
|
||||
DrawEllipseLines((int)ellipseBCenter.X, (int)ellipseBCenter.Y, ellipseBRx, ellipseBRy, Color.White);
|
||||
|
||||
DrawCircleV(ellipseACenter, 4, Color.White);
|
||||
DrawCircleV(ellipseBCenter, 4, Color.White);
|
||||
|
||||
if (ellipsesCollide)
|
||||
{
|
||||
DrawText("ELLIPSES COLLIDE", screenWidth / 2 - 120, 40, 28, Color.Red);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText("NO COLLISION", screenWidth / 2 - 80, 40, 28, Color.DarkGray);
|
||||
}
|
||||
|
||||
DrawText(controlled == 0 ? "Controlling: A" : "Controlling: B", 20, screenHeight - 40, 20, Color.Yellow);
|
||||
|
||||
if (mouseInA && controlled != 0)
|
||||
{
|
||||
DrawText("Mouse inside ellipse A", 20, screenHeight - 70, 20, Color.Blue);
|
||||
}
|
||||
if (mouseInB && controlled != 1)
|
||||
{
|
||||
DrawText("Mouse inside ellipse B", 20, screenHeight - 70, 20, Color.Green);
|
||||
}
|
||||
|
||||
DrawText("Press [A] or [B] to switch control", 20, 20, 20, Color.Gray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision ellipses");
|
||||
SetTargetFPS(60);
|
||||
|
||||
var game = new EllipseCollision();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
|
@ -2,106 +2,140 @@
|
|||
*
|
||||
* raylib [shapes] example - following eyes
|
||||
*
|
||||
* 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) 2013-2019 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) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using Raylib_cs;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class FollowingEyes
|
||||
public partial class FollowingEyes : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Following Eyes";
|
||||
|
||||
public string Title => "raylib [shapes] example - following eyes";
|
||||
|
||||
private Vector2 scleraLeftPosition;
|
||||
private Vector2 scleraRightPosition;
|
||||
private float scleraRadius;
|
||||
|
||||
private Vector2 irisLeftPosition;
|
||||
private Vector2 irisRightPosition;
|
||||
private float irisRadius;
|
||||
|
||||
private float angle;
|
||||
private float dx, dy, dxx, dyy;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
scleraLeftPosition = new(GetScreenWidth() / 2.0f - 100.0f, GetScreenHeight() / 2.0f);
|
||||
scleraRightPosition = new(GetScreenWidth() / 2.0f + 100.0f, GetScreenHeight() / 2.0f);
|
||||
scleraRadius = 80;
|
||||
|
||||
irisLeftPosition = new(GetScreenWidth() / 2.0f - 100.0f, GetScreenHeight() / 2.0f);
|
||||
irisRightPosition = new(GetScreenWidth() / 2.0f + 100.0f, GetScreenHeight() / 2.0f);
|
||||
irisRadius = 24;
|
||||
|
||||
angle = 0.0f;
|
||||
dx = 0.0f;
|
||||
dy = 0.0f;
|
||||
dxx = 0.0f;
|
||||
dyy = 0.0f;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
irisLeftPosition = GetMousePosition();
|
||||
irisRightPosition = GetMousePosition();
|
||||
|
||||
// Check not inside the left eye sclera
|
||||
if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - irisRadius))
|
||||
{
|
||||
dx = irisLeftPosition.X - scleraLeftPosition.X;
|
||||
dy = irisLeftPosition.Y - scleraLeftPosition.Y;
|
||||
|
||||
angle = MathF.Atan2(dy, dx);
|
||||
|
||||
dxx = (scleraRadius - irisRadius) * MathF.Cos(angle);
|
||||
dyy = (scleraRadius - irisRadius) * MathF.Sin(angle);
|
||||
|
||||
irisLeftPosition.X = scleraLeftPosition.X + dxx;
|
||||
irisLeftPosition.Y = scleraLeftPosition.Y + dyy;
|
||||
}
|
||||
|
||||
// Check not inside the right eye sclera
|
||||
if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - irisRadius))
|
||||
{
|
||||
dx = irisRightPosition.X - scleraRightPosition.X;
|
||||
dy = irisRightPosition.Y - scleraRightPosition.Y;
|
||||
|
||||
angle = MathF.Atan2(dy, dx);
|
||||
|
||||
dxx = (scleraRadius - irisRadius) * MathF.Cos(angle);
|
||||
dyy = (scleraRadius - irisRadius) * MathF.Sin(angle);
|
||||
|
||||
irisRightPosition.X = scleraRightPosition.X + dxx;
|
||||
irisRightPosition.Y = scleraRightPosition.Y + dyy;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawCircleV(scleraLeftPosition, scleraRadius, Color.LightGray);
|
||||
DrawCircleV(irisLeftPosition, irisRadius, Color.Brown);
|
||||
DrawCircleV(irisLeftPosition, 10, Color.Black);
|
||||
|
||||
DrawCircleV(scleraRightPosition, scleraRadius, Color.LightGray);
|
||||
DrawCircleV(irisRightPosition, irisRadius, Color.DarkGreen);
|
||||
DrawCircleV(irisRightPosition, 10, Color.Black);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
|
||||
|
||||
Vector2 scleraLeftPosition = new(GetScreenWidth() / 2 - 100, GetScreenHeight() / 2);
|
||||
Vector2 scleraRightPosition = new(GetScreenWidth() / 2 + 100, GetScreenHeight() / 2);
|
||||
float scleraRadius = 80;
|
||||
|
||||
Vector2 irisLeftPosition = new(GetScreenWidth() / 2 - 100, GetScreenHeight() / 2);
|
||||
Vector2 irisRightPosition = new(GetScreenWidth() / 2 + 100, GetScreenHeight() / 2);
|
||||
float irisRadius = 24;
|
||||
|
||||
float angle = 0.0f;
|
||||
float dx = 0.0f, dy = 0.0f, dxx = 0.0f, dyy = 0.0f;
|
||||
|
||||
SetTargetFPS(60);
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new FollowingEyes();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
irisLeftPosition = GetMousePosition();
|
||||
irisRightPosition = GetMousePosition();
|
||||
|
||||
// Check not inside the left eye sclera
|
||||
if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - 20))
|
||||
{
|
||||
dx = irisLeftPosition.X - scleraLeftPosition.X;
|
||||
dy = irisLeftPosition.Y - scleraLeftPosition.Y;
|
||||
|
||||
angle = MathF.Atan2(dy, dx);
|
||||
|
||||
dxx = (scleraRadius - irisRadius) * MathF.Cos(angle);
|
||||
dyy = (scleraRadius - irisRadius) * MathF.Sin(angle);
|
||||
|
||||
irisLeftPosition.X = scleraLeftPosition.X + dxx;
|
||||
irisLeftPosition.Y = scleraLeftPosition.Y + dyy;
|
||||
}
|
||||
|
||||
// Check not inside the right eye sclera
|
||||
if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - 20))
|
||||
{
|
||||
dx = irisRightPosition.X - scleraRightPosition.X;
|
||||
dy = irisRightPosition.Y - scleraRightPosition.Y;
|
||||
|
||||
angle = MathF.Atan2(dy, dx);
|
||||
|
||||
dxx = (scleraRadius - irisRadius) * MathF.Cos(angle);
|
||||
dyy = (scleraRadius - irisRadius) * MathF.Sin(angle);
|
||||
|
||||
irisRightPosition.X = scleraRightPosition.X + dxx;
|
||||
irisRightPosition.Y = scleraRightPosition.Y + dyy;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawCircleV(scleraLeftPosition, scleraRadius, Color.LightGray);
|
||||
DrawCircleV(irisLeftPosition, irisRadius, Color.Brown);
|
||||
DrawCircleV(irisLeftPosition, 10, Color.Black);
|
||||
|
||||
DrawCircleV(scleraRightPosition, scleraRadius, Color.LightGray);
|
||||
DrawCircleV(irisRightPosition, irisRadius, Color.DarkGreen);
|
||||
DrawCircleV(irisRightPosition, 10, Color.Black);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
313
Examples/Shapes/HilbertCurve.cs
Normal file
313
Examples/Shapes/HilbertCurve.cs
Normal file
|
|
@ -0,0 +1,313 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - hilbert curve
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Hamza RAHAL (@hmz-rhl) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* 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) 2025 Hamza RAHAL (@hmz-rhl)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public partial class HilbertCurve : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Hilbert Curve";
|
||||
|
||||
public string Title => "raylib [shapes] example - hilbert curve";
|
||||
|
||||
private int order;
|
||||
private float size;
|
||||
private int strokeCount;
|
||||
private Vector2[] hilbertPath;
|
||||
|
||||
private int prevOrder;
|
||||
private int prevSize; // NOTE: Size from slider is float but for comparison we use int
|
||||
private int counter;
|
||||
private float thick;
|
||||
private bool animate;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
order = 2;
|
||||
size = (float)GetScreenHeight();
|
||||
strokeCount = 0;
|
||||
hilbertPath = LoadHilbertPath(order, size, out strokeCount);
|
||||
|
||||
prevOrder = order;
|
||||
prevSize = (int)size;
|
||||
counter = 0;
|
||||
thick = 2.0f;
|
||||
animate = true;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Check if order or size have changed to regenerate
|
||||
// NOTE: Size from slider is float but for comparison we use int
|
||||
if ((prevOrder != order) || (prevSize != (int)size))
|
||||
{
|
||||
hilbertPath = LoadHilbertPath(order, size, out strokeCount);
|
||||
|
||||
if (animate)
|
||||
{
|
||||
counter = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
counter = strokeCount;
|
||||
}
|
||||
|
||||
prevOrder = order;
|
||||
prevSize = (int)size;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//--------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
if (counter < strokeCount)
|
||||
{
|
||||
// Draw Hilbert path animation, one stroke every frame
|
||||
for (int i = 1; i <= counter; i++)
|
||||
{
|
||||
DrawLineEx(hilbertPath[i], hilbertPath[i - 1], thick, ColorFromHSV(((float)i / strokeCount) * 360.0f, 1.0f, 1.0f));
|
||||
}
|
||||
|
||||
counter += 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw full Hilbert path
|
||||
for (int i = 1; i < strokeCount; i++)
|
||||
{
|
||||
DrawLineEx(hilbertPath[i], hilbertPath[i - 1], thick, ColorFromHSV(((float)i / strokeCount) * 360.0f, 1.0f, 1.0f));
|
||||
}
|
||||
}
|
||||
|
||||
// Draw UI (minimal raygui-like controls, raygui is not bound in raylib-cs)
|
||||
GuiCheckBox(new Rectangle(450, 50, 20, 20), "ANIMATE GENERATION ON CHANGE", ref animate);
|
||||
GuiSpinner(new Rectangle(585, 100, 180, 30), "HILBERT CURVE ORDER: ", ref order, 2, 8);
|
||||
GuiSlider(new Rectangle(524, 150, 240, 24), "THICKNESS: ", null, ref thick, 1.0f, 10.0f);
|
||||
GuiSlider(new Rectangle(524, 190, 240, 24), "TOTAL SIZE: ", null, ref size, 10.0f, GetScreenHeight() * 1.5f);
|
||||
|
||||
EndDrawing();
|
||||
//--------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//------------------------------------------------------------------------------------
|
||||
// Load the whole Hilbert Path (including each U and their link)
|
||||
private static Vector2[] LoadHilbertPath(int order, float size, out int strokeCount)
|
||||
{
|
||||
int N = 1 << order;
|
||||
float len = size / N;
|
||||
strokeCount = N * N;
|
||||
|
||||
Vector2[] hilbertPath = new Vector2[strokeCount];
|
||||
|
||||
for (int i = 0; i < strokeCount; i++)
|
||||
{
|
||||
hilbertPath[i] = ComputeHilbertStep(order, i);
|
||||
hilbertPath[i].X = hilbertPath[i].X * len + len / 2.0f;
|
||||
hilbertPath[i].Y = hilbertPath[i].Y * len + len / 2.0f;
|
||||
}
|
||||
|
||||
return hilbertPath;
|
||||
}
|
||||
|
||||
// Compute Hilbert path U positions
|
||||
private static Vector2 ComputeHilbertStep(int order, int index)
|
||||
{
|
||||
// Hilbert points base pattern
|
||||
Vector2[] hilbertPoints = new Vector2[4]
|
||||
{
|
||||
new Vector2(0, 0),
|
||||
new Vector2(0, 1),
|
||||
new Vector2(1, 1),
|
||||
new Vector2(1, 0),
|
||||
};
|
||||
|
||||
int hilbertIndex = index & 3;
|
||||
Vector2 vect = hilbertPoints[hilbertIndex];
|
||||
float temp = 0.0f;
|
||||
int len = 0;
|
||||
|
||||
for (int j = 1; j < order; j++)
|
||||
{
|
||||
index = index >> 2;
|
||||
hilbertIndex = index & 3;
|
||||
len = 1 << j;
|
||||
|
||||
switch (hilbertIndex)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
temp = vect.X;
|
||||
vect.X = vect.Y;
|
||||
vect.Y = temp;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
{
|
||||
vect.X += len;
|
||||
vect.Y += len;
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
vect.Y += len;
|
||||
break;
|
||||
case 3:
|
||||
{
|
||||
temp = len - 1 - vect.X;
|
||||
vect.X = 2 * len - 1 - vect.Y;
|
||||
vect.Y = temp;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return vect;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Minimal raygui-like widgets (plain raylib re-implementation)
|
||||
//----------------------------------------------------------------------------------
|
||||
private static void GuiCheckBox(Rectangle bounds, string text, ref bool active)
|
||||
{
|
||||
Vector2 mouse = GetMousePosition();
|
||||
bool hover = CheckCollisionPointRec(mouse, bounds);
|
||||
if (hover && IsMouseButtonPressed(MouseButton.Left))
|
||||
{
|
||||
active = !active;
|
||||
}
|
||||
|
||||
DrawRectangleLinesEx(bounds, 1, hover ? Color.DarkBlue : Color.Gray);
|
||||
if (active)
|
||||
{
|
||||
DrawRectangle((int)bounds.X + 4, (int)bounds.Y + 4, (int)bounds.Width - 8, (int)bounds.Height - 8, Color.DarkGray);
|
||||
}
|
||||
|
||||
if (text != null)
|
||||
{
|
||||
DrawText(text, (int)(bounds.X + bounds.Width + 8), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
}
|
||||
|
||||
private static void GuiSpinner(Rectangle bounds, string text, ref int value, int minValue, int maxValue)
|
||||
{
|
||||
Vector2 mouse = GetMousePosition();
|
||||
Rectangle left = new Rectangle(bounds.X, bounds.Y, bounds.Height, bounds.Height);
|
||||
Rectangle right = new Rectangle(bounds.X + bounds.Width - bounds.Height, bounds.Y, bounds.Height, bounds.Height);
|
||||
Rectangle mid = new Rectangle(bounds.X + bounds.Height, bounds.Y, bounds.Width - 2 * bounds.Height, bounds.Height);
|
||||
|
||||
if (CheckCollisionPointRec(mouse, left) && IsMouseButtonPressed(MouseButton.Left) && value > minValue)
|
||||
{
|
||||
value--;
|
||||
}
|
||||
|
||||
if (CheckCollisionPointRec(mouse, right) && IsMouseButtonPressed(MouseButton.Left) && value < maxValue)
|
||||
{
|
||||
value++;
|
||||
}
|
||||
|
||||
DrawRectangleRec(mid, Color.RayWhite);
|
||||
DrawRectangleLinesEx(mid, 1, Color.Gray);
|
||||
DrawRectangleRec(left, Color.LightGray);
|
||||
DrawRectangleLinesEx(left, 1, Color.Gray);
|
||||
DrawRectangleRec(right, Color.LightGray);
|
||||
DrawRectangleLinesEx(right, 1, Color.Gray);
|
||||
DrawText("-", (int)(left.X + left.Width / 2 - 2), (int)(left.Y + left.Height / 2 - 5), 10, Color.DarkGray);
|
||||
DrawText("+", (int)(right.X + right.Width / 2 - 3), (int)(right.Y + right.Height / 2 - 5), 10, Color.DarkGray);
|
||||
string vs = value.ToString();
|
||||
DrawText(vs, (int)(mid.X + mid.Width / 2 - MeasureText(vs, 10) / 2), (int)(mid.Y + mid.Height / 2 - 5), 10, Color.DarkGray);
|
||||
if (text != null)
|
||||
{
|
||||
DrawText(text, (int)bounds.X - MeasureText(text, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
}
|
||||
|
||||
private static void GuiSlider(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
|
||||
{
|
||||
Vector2 mouse = GetMousePosition();
|
||||
bool hover = CheckCollisionPointRec(mouse, bounds);
|
||||
if (hover && IsMouseButtonDown(MouseButton.Left))
|
||||
{
|
||||
value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
|
||||
if (value < minValue)
|
||||
{
|
||||
value = minValue;
|
||||
}
|
||||
|
||||
if (value > maxValue)
|
||||
{
|
||||
value = maxValue;
|
||||
}
|
||||
}
|
||||
|
||||
DrawRectangleRec(bounds, Color.LightGray);
|
||||
float pct = (value - minValue) / (maxValue - minValue);
|
||||
float handleX = bounds.X + pct * bounds.Width;
|
||||
DrawRectangle((int)(handleX - 5), (int)bounds.Y, 10, (int)bounds.Height, Color.DarkGray);
|
||||
DrawRectangleLinesEx(bounds, 1, Color.Gray);
|
||||
if (textLeft != null)
|
||||
{
|
||||
DrawText(textLeft, (int)bounds.X - MeasureText(textLeft, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
|
||||
if (textRight != null)
|
||||
{
|
||||
DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - hilbert curve");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new HilbertCurve();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
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Reference in a new issue