Watch
2
0
Fork
You've already forked raylib-cs
0

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')
This commit is contained in:
tiger tiger tiger 2026-07-30 19:34:34 +02:00 committed by GitHub
commit 8c22e68c2a
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
236 changed files with 40405 additions and 10896 deletions

View file

@ -0,0 +1,191 @@
/*******************************************************************************************
*
* raylib [shapes] example - starfield effect
*
* 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()
namespace Examples.Shapes;
public partial class StarfieldEffect : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int STAR_COUNT = 420;
public string Name => "Shapes / Starfield Effect";
public string Title => "raylib [shapes] example - starfield effect";
private Color bgColor;
// Speed at which we fly forward
private float speed;
// We're either drawing lines or circles
private bool drawLines;
private Vector3[] stars;
private Vector2[] starsScreenPos;
public void Init()
{
bgColor = ColorLerp(Color.DarkBlue, Color.Black, 0.69f);
// Speed at which we fly forward
speed = 10.0f / 9.0f;
// We're either drawing lines or circles
drawLines = true;
stars = new Vector3[STAR_COUNT];
starsScreenPos = new Vector2[STAR_COUNT];
// Setup the stars with a random position
for (int i = 0; i < STAR_COUNT; i++)
{
stars[i].X = (float)GetRandomValue(-screenWidth / 2, (int)screenWidth / 2);
stars[i].Y = (float)GetRandomValue(-screenHeight / 2, (int)screenHeight / 2);
stars[i].Z = 1.0f;
}
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// Change speed based on mouse
float mouseMove = GetMouseWheelMove();
if ((int)mouseMove != 0)
{
speed += 2.0f * mouseMove / 9.0f;
}
if (speed < 0.0f)
{
speed = 0.1f;
}
else if (speed > 2.0f)
{
speed = 2.0f;
}
// Toggle lines / points with space bar
if (IsKeyPressed(KeyboardKey.Space))
{
drawLines = !drawLines;
}
float dt = GetFrameTime();
for (int i = 0; i < STAR_COUNT; i++)
{
// Update star's timer
stars[i].Z -= dt * speed;
// Calculate the screen position
starsScreenPos[i] = new Vector2(
screenWidth * 0.5f + stars[i].X / stars[i].Z,
screenHeight * 0.5f + stars[i].Y / stars[i].Z
);
// If the star is too old, or offscreen, it dies and we make a new random one
if ((stars[i].Z < 0.0f) || (starsScreenPos[i].X < 0) || (starsScreenPos[i].Y < 0.0f) ||
(starsScreenPos[i].X > screenWidth) || (starsScreenPos[i].Y > screenHeight))
{
stars[i].X = (float)GetRandomValue(-screenWidth / 2, screenWidth / 2);
stars[i].Y = (float)GetRandomValue(-screenHeight / 2, screenHeight / 2);
stars[i].Z = 1.0f;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(bgColor);
for (int i = 0; i < STAR_COUNT; i++)
{
if (drawLines)
{
// Get the time a little while ago for this star, but clamp it
float t = Clamp(stars[i].Z + 1.0f / 32.0f, 0.0f, 1.0f);
// If it's different enough from the current time, we proceed
if ((t - stars[i].Z) > 1e-3)
{
// Calculate the screen position of the old point
Vector2 startPos = new Vector2(
screenWidth * 0.5f + stars[i].X / t,
screenHeight * 0.5f + stars[i].Y / t
);
// Draw a line connecting the old point to the current point
DrawLineV(startPos, starsScreenPos[i], Color.RayWhite);
}
}
else
{
// Make the radius grow as the star ages
float radius = Lerp(stars[i].Z, 1.0f, 5.0f);
// Draw the circle
DrawCircleV(starsScreenPos[i], radius, Color.RayWhite);
}
}
DrawText($"[MOUSE WHEEL] Current Speed: {9.0f * speed / 2.0f:F0}", 10, 40, 20, Color.RayWhite);
DrawText($"[SPACE] Current draw mode: {(drawLines ? "Lines" : "Circles")}", 10, 70, 20, Color.RayWhite);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - starfield effect");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new StarfieldEffect();
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;
}
}