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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347
Examples/Shapes/SimpleParticles.cs
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347
Examples/Shapes/SimpleParticles.cs
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/*******************************************************************************************
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*
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* raylib [shapes] example - simple particles
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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 5.6, last time updated with raylib 5.6
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*
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* Example contributed by Jordi Santonja (@JordSant)
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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 Jordi Santonja (@JordSant)
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*
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********************************************************************************************/
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namespace Examples.Shapes;
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public partial class SimpleParticles : 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_PARTICLES = 3000; // Max number of particles
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public string Name => "Shapes / Simple Particles";
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public string Title => "raylib [shapes] example - simple particles";
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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private enum ParticleType
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{
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Water = 0,
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Smoke,
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Fire
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}
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private static readonly string[] particleTypeNames = ["WATER", "SMOKE", "FIRE"];
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private struct Particle
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{
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public ParticleType type; // Particle type (WATER, SMOKE, FIRE)
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public Vector2 position; // Particle position on screen
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public Vector2 velocity; // Particle current speed and direction
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public float radius; // Particle radius
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public Color color; // Particle color
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public float lifeTime; // Particle life time
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public bool alive; // Particle alive: inside screen and life time
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}
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// Circular buffer state
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private int head; // Index for the next write
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private int tail; // Index for the next read
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private Particle[] buffer; // Particle buffer array
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// Particle emitter parameters
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private int emissionRate; // Negative: on average every -X frames. Positive: particles per frame
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private ParticleType currentType;
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private Vector2 emitterPosition;
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private Random random;
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public void Init()
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{
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// Definition of particles
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buffer = new Particle[MAX_PARTICLES]; // Particle array
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head = 0;
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tail = 0;
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// Particle emitter parameters
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emissionRate = -2; // Negative: on average every -X frames. Positive: particles per frame
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currentType = ParticleType.Water;
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emitterPosition = new(screenWidth / 2.0f, screenHeight / 2.0f);
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random = new Random();
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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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// Emit new particles: when emissionRate is 1, emit every frame
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if (emissionRate < 0)
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{
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if (random.Next(-emissionRate) == 0)
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{
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EmitParticle(emitterPosition, currentType);
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}
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}
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else
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{
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for (int i = 0; i <= emissionRate; i++)
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{
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EmitParticle(emitterPosition, currentType);
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}
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}
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// Update the parameters of each particle
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UpdateParticles(screenWidth, screenHeight);
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// Remove dead particles from the circular buffer
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UpdateCircularBuffer();
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// Change Particle Emission Rate (UP/DOWN arrows)
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if (IsKeyPressed(KeyboardKey.Up))
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{
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emissionRate++;
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}
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if (IsKeyPressed(KeyboardKey.Down))
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{
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emissionRate--;
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}
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// Change Particle Type (LEFT/RIGHT arrows)
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if (IsKeyPressed(KeyboardKey.Right))
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{
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currentType = (currentType == ParticleType.Fire) ? ParticleType.Water : (ParticleType)((int)currentType + 1);
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}
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if (IsKeyPressed(KeyboardKey.Left))
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{
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currentType = (currentType == ParticleType.Water) ? ParticleType.Fire : (ParticleType)((int)currentType - 1);
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}
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if (IsMouseButtonDown(MouseButton.Left))
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{
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emitterPosition = GetMousePosition();
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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// Call the function with a loop to draw all particles
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DrawParticles();
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// Draw UI and Instructions
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DrawRectangle(5, 5, 315, 75, Fade(Color.SkyBlue, 0.5f));
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DrawRectangleLines(5, 5, 315, 75, Color.Blue);
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DrawText("CONTROLS:", 15, 15, 10, Color.Black);
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DrawText("UP/DOWN: Change Particle Emission Rate", 15, 35, 10, Color.Black);
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DrawText("LEFT/RIGHT: Change Particle Type (Water, Smoke, Fire)", 15, 55, 10, Color.Black);
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if (emissionRate < 0)
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{
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DrawText($"Particles every {-emissionRate} frames | Type: {particleTypeNames[(int)currentType]}", 15, 95, 10, Color.DarkGray);
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}
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else
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{
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DrawText($"{emissionRate + 1} Particles per frame | Type: {particleTypeNames[(int)currentType]}", 15, 95, 10, Color.DarkGray);
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}
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DrawFPS(screenWidth - 80, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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private void EmitParticle(Vector2 emitterPosition, ParticleType type)
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{
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int index = AddToCircularBuffer();
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// If buffer is full, index is -1
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if (index != -1)
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{
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ref Particle newParticle = ref buffer[index];
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// Fill particle properties
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newParticle.position = emitterPosition;
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newParticle.alive = true;
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newParticle.lifeTime = 0.0f;
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newParticle.type = type;
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float speed = (float)(random.Next(10)) / 5.0f;
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switch (type)
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{
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case ParticleType.Water:
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{
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newParticle.radius = 5.0f;
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newParticle.color = Color.Blue;
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}
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break;
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case ParticleType.Smoke:
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{
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newParticle.radius = 7.0f;
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newParticle.color = Color.Gray;
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}
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break;
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case ParticleType.Fire:
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{
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newParticle.radius = 10.0f;
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newParticle.color = Color.Yellow;
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speed /= 10.0f;
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}
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break;
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default:
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break;
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}
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float direction = (float)(random.Next(360));
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newParticle.velocity = new(speed * MathF.Cos(direction * DEG2RAD), speed * MathF.Sin(direction * DEG2RAD));
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}
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}
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private int AddToCircularBuffer()
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{
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int index = -1;
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// Check if buffer full
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if (((head + 1) % MAX_PARTICLES) != tail)
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{
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// Add new particle to the head position and advance head
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index = head;
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head = (head + 1) % MAX_PARTICLES;
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}
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return index;
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}
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private void UpdateParticles(int screenWidth, int screenHeight)
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{
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for (int i = tail; i != head; i = (i + 1) % MAX_PARTICLES)
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{
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// Update particle life and positions
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buffer[i].lifeTime += 1.0f / 60.0f; // 60 FPS -> 1/60 seconds per frame
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switch (buffer[i].type)
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{
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case ParticleType.Water:
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{
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buffer[i].position.X += buffer[i].velocity.X;
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buffer[i].velocity.Y += 0.2f; // Gravity
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buffer[i].position.Y += buffer[i].velocity.Y;
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}
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break;
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case ParticleType.Smoke:
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{
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buffer[i].position.X += buffer[i].velocity.X;
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buffer[i].velocity.Y -= 0.05f; // Upwards
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buffer[i].position.Y += buffer[i].velocity.Y;
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buffer[i].radius += 0.5f; // Increment radius: smoke expands
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buffer[i].color.A -= 4; // Decrement alpha: smoke fades
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// If alpha transparent, particle dies
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if (buffer[i].color.A < 4)
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{
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buffer[i].alive = false;
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}
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}
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break;
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case ParticleType.Fire:
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{
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// Add a little horizontal oscillation to fire particles
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buffer[i].position.X += buffer[i].velocity.X + MathF.Cos(buffer[i].lifeTime * 215.0f);
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buffer[i].velocity.Y -= 0.05f; // Upwards
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buffer[i].position.Y += buffer[i].velocity.Y;
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buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
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buffer[i].color.G -= 3; // Decrement green: fire turns reddish starting from yellow
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// If radius too small, particle dies
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if (buffer[i].radius <= 0.02f)
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{
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buffer[i].alive = false;
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}
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}
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break;
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default:
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break;
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}
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// Disable particle when out of screen
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Vector2 center = buffer[i].position;
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float radius = buffer[i].radius;
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if ((center.X < -radius) || (center.X > (screenWidth + radius)) ||
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(center.Y < -radius) || (center.Y > (screenHeight + radius)))
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{
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buffer[i].alive = false;
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}
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}
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}
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private void UpdateCircularBuffer()
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{
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// Update circular buffer: advance tail over dead particles
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while ((tail != head) && !buffer[tail].alive)
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{
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tail = (tail + 1) % MAX_PARTICLES;
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}
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}
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private void DrawParticles()
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{
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for (int i = tail; i != head; i = (i + 1) % MAX_PARTICLES)
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{
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if (buffer[i].alive)
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{
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DrawCircleV(buffer[i].position,
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buffer[i].radius,
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buffer[i].color);
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}
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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 - simple particles");
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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 SimpleParticles();
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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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