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/StarfieldEffect.cs
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Examples/Shapes/StarfieldEffect.cs
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/*******************************************************************************************
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*
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* raylib [shapes] example - starfield effect
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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 5.5, last time updated with raylib 6.0
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*
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* Example contributed by JP Mortiboys (@themushroompirates) 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 JP Mortiboys (@themushroompirates)
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*
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********************************************************************************************/
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using static Raylib_cs.Raymath; // Required for: Lerp()
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namespace Examples.Shapes;
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public partial class StarfieldEffect : 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 STAR_COUNT = 420;
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public string Name => "Shapes / Starfield Effect";
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public string Title => "raylib [shapes] example - starfield effect";
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private Color bgColor;
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// Speed at which we fly forward
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private float speed;
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// We're either drawing lines or circles
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private bool drawLines;
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private Vector3[] stars;
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private Vector2[] starsScreenPos;
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public void Init()
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{
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bgColor = ColorLerp(Color.DarkBlue, Color.Black, 0.69f);
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// Speed at which we fly forward
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speed = 10.0f / 9.0f;
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// We're either drawing lines or circles
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drawLines = true;
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stars = new Vector3[STAR_COUNT];
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starsScreenPos = new Vector2[STAR_COUNT];
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// Setup the stars with a random position
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for (int i = 0; i < STAR_COUNT; i++)
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{
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stars[i].X = (float)GetRandomValue(-screenWidth / 2, (int)screenWidth / 2);
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stars[i].Y = (float)GetRandomValue(-screenHeight / 2, (int)screenHeight / 2);
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stars[i].Z = 1.0f;
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}
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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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// Change speed based on mouse
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float mouseMove = GetMouseWheelMove();
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if ((int)mouseMove != 0)
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{
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speed += 2.0f * mouseMove / 9.0f;
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}
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if (speed < 0.0f)
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{
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speed = 0.1f;
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}
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else if (speed > 2.0f)
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{
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speed = 2.0f;
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}
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// Toggle lines / points with space bar
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if (IsKeyPressed(KeyboardKey.Space))
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{
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drawLines = !drawLines;
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}
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float dt = GetFrameTime();
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for (int i = 0; i < STAR_COUNT; i++)
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{
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// Update star's timer
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stars[i].Z -= dt * speed;
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// Calculate the screen position
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starsScreenPos[i] = new Vector2(
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screenWidth * 0.5f + stars[i].X / stars[i].Z,
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screenHeight * 0.5f + stars[i].Y / stars[i].Z
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);
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// If the star is too old, or offscreen, it dies and we make a new random one
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if ((stars[i].Z < 0.0f) || (starsScreenPos[i].X < 0) || (starsScreenPos[i].Y < 0.0f) ||
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(starsScreenPos[i].X > screenWidth) || (starsScreenPos[i].Y > screenHeight))
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{
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stars[i].X = (float)GetRandomValue(-screenWidth / 2, screenWidth / 2);
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stars[i].Y = (float)GetRandomValue(-screenHeight / 2, screenHeight / 2);
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stars[i].Z = 1.0f;
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}
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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(bgColor);
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for (int i = 0; i < STAR_COUNT; i++)
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{
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if (drawLines)
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{
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// Get the time a little while ago for this star, but clamp it
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float t = Clamp(stars[i].Z + 1.0f / 32.0f, 0.0f, 1.0f);
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// If it's different enough from the current time, we proceed
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if ((t - stars[i].Z) > 1e-3)
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{
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// Calculate the screen position of the old point
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Vector2 startPos = new Vector2(
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screenWidth * 0.5f + stars[i].X / t,
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screenHeight * 0.5f + stars[i].Y / t
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);
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// Draw a line connecting the old point to the current point
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DrawLineV(startPos, starsScreenPos[i], Color.RayWhite);
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}
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}
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else
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{
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// Make the radius grow as the star ages
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float radius = Lerp(stars[i].Z, 1.0f, 5.0f);
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// Draw the circle
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DrawCircleV(starsScreenPos[i], radius, Color.RayWhite);
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}
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}
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DrawText($"[MOUSE WHEEL] Current Speed: {9.0f * speed / 2.0f:F0}", 10, 40, 20, Color.RayWhite);
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DrawText($"[SPACE] Current draw mode: {(drawLines ? "Lines" : "Circles")}", 10, 70, 20, Color.RayWhite);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - starfield effect");
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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 StarfieldEffect();
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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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