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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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tiger tiger tiger 2026-07-30 19:34:34 +02:00 committed by GitHub
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@ -1,25 +1,33 @@
/*******************************************************************************************
*
* raylib example - particles blending
* raylib [textures] example - particles blending
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 1/4
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
* Example originally created with raylib 1.7, last time updated with raylib 3.5
*
* 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) 2017-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Textures;
public class ParticlesBlending
public partial class ParticlesBlending : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public const int MaxParticles = 200;
public string Name => "Textures / Particles Blending";
public string Title => "raylib [textures] example - particles blending";
// Particle structure with basic data
struct Particle
private struct Particle
{
public Vector2 Position;
public Color Color;
@ -30,20 +38,18 @@ public class ParticlesBlending
public bool Active;
}
public static int Main()
private Particle[] mouseTail;
private float gravity;
private Texture2D smoke;
private BlendMode blending;
public void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending");
// Particles pool, reuse them!
Particle[] mouseTail = new Particle[MaxParticles];
mouseTail = new Particle[MaxParticles];
// Initialize particles
for (int i = 0; i < mouseTail.Length; i++)
for (var i = 0; i < mouseTail.Length; i++)
{
mouseTail[i].Position = new Vector2(0, 0);
mouseTail[i].Color = new Color(
@ -58,113 +64,133 @@ public class ParticlesBlending
mouseTail[i].Active = false;
}
float gravity = 3.0f;
Texture2D smoke = LoadTexture("resources/spark_flame.png");
BlendMode blending = BlendMode.Alpha;
gravity = 3.0f;
smoke = LoadTexture("resources/spark_flame.png");
blending = BlendMode.Alpha;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// Activate one particle every frame and Update active particles
// NOTE: Particles initial position should be mouse position when activated
// NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0)
// NOTE: When a particle disappears, active = false and it can be reused
for (var i = 0; i < mouseTail.Length; i++)
{
if (!mouseTail[i].Active)
{
mouseTail[i].Active = true;
mouseTail[i].Alpha = 1.0f;
mouseTail[i].Position = GetMousePosition();
i = mouseTail.Length;
}
}
for (var i = 0; i < mouseTail.Length; i++)
{
if (mouseTail[i].Active)
{
mouseTail[i].Position.Y += gravity / 2;
mouseTail[i].Alpha -= 0.005f;
if (mouseTail[i].Alpha <= 0.0f)
{
mouseTail[i].Active = false;
}
mouseTail[i].Rotation += 2.0f;
}
}
if (IsKeyPressed(KeyboardKey.Space))
{
if (blending == BlendMode.Alpha)
{
blending = BlendMode.Additive;
}
else
{
blending = BlendMode.Alpha;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.DarkGray);
BeginBlendMode(blending);
// Draw active particles
for (var i = 0; i < mouseTail.Length; i++)
{
if (mouseTail[i].Active)
{
Rectangle source = new(0, 0, smoke.Width, smoke.Height);
Rectangle dest = new(
mouseTail[i].Position.X,
mouseTail[i].Position.Y,
smoke.Width * mouseTail[i].Size,
smoke.Height * mouseTail[i].Size
);
Vector2 position = new(
smoke.Width * mouseTail[i].Size / 2,
smoke.Height * mouseTail[i].Size / 2
);
var color = Fade(mouseTail[i].Color, mouseTail[i].Alpha);
DrawTexturePro(smoke, source, dest, position, mouseTail[i].Rotation, color);
}
}
EndBlendMode();
DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, Color.Black);
if (blending == BlendMode.Alpha)
{
DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, Color.Black);
}
else
{
DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, Color.RayWhite);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadTexture(smoke);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new ParticlesBlending();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Activate one particle every frame and Update active particles
// NOTE: Particles initial position should be mouse position when activated
// NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0)
// NOTE: When a particle disappears, active = false and it can be reused.
for (int i = 0; i < mouseTail.Length; i++)
{
if (!mouseTail[i].Active)
{
mouseTail[i].Active = true;
mouseTail[i].Alpha = 1.0f;
mouseTail[i].Position = GetMousePosition();
i = mouseTail.Length;
}
}
for (int i = 0; i < mouseTail.Length; i++)
{
if (mouseTail[i].Active)
{
mouseTail[i].Position.Y += gravity / 2;
mouseTail[i].Alpha -= 0.005f;
if (mouseTail[i].Alpha <= 0.0f)
{
mouseTail[i].Active = false;
}
mouseTail[i].Rotation += 2.0f;
}
}
if (IsKeyPressed(KeyboardKey.Space))
{
if (blending == BlendMode.Alpha)
{
blending = BlendMode.Additive;
}
else
{
blending = BlendMode.Alpha;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.DarkGray);
BeginBlendMode(blending);
// Draw active particles
for (int i = 0; i < mouseTail.Length; i++)
{
if (mouseTail[i].Active)
{
Rectangle source = new(0, 0, smoke.Width, smoke.Height);
Rectangle dest = new(
mouseTail[i].Position.X,
mouseTail[i].Position.Y,
smoke.Width * mouseTail[i].Size,
smoke.Height * mouseTail[i].Size
);
Vector2 position = new(
smoke.Width * mouseTail[i].Size / 2,
smoke.Height * mouseTail[i].Size / 2
);
Color color = ColorAlpha(mouseTail[i].Color, mouseTail[i].Alpha);
DrawTexturePro(smoke, source, dest, position, mouseTail[i].Rotation, color);
}
}
EndBlendMode();
DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, Color.Black);
if (blending == BlendMode.Alpha)
{
DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, Color.Black);
}
else
{
DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, Color.RayWhite);
}
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(smoke);
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;