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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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@ -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;