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Update/merge examples back into main repo (#192)
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132
Examples/Textures/SpriteExplosion.cs
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132
Examples/Textures/SpriteExplosion.cs
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/*******************************************************************************************
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*
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* raylib [textures] example - sprite explosion
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2019 Anata and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Textures;
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public class SpriteExplosion
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{
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const int NumFramesPerLine = 5;
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const int NumLines = 5;
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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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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite explosion");
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InitAudioDevice();
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// Load explosion sound
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Sound fxBoom = LoadSound("resources/audio/boom.wav");
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// Load explosion texture
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Texture2D explosion = LoadTexture("resources/explosion.png");
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// Init variables for animation
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// Sprite one frame rectangle width
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int frameWidth = explosion.Width / NumFramesPerLine;
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// Sprite one frame rectangle height
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int frameHeight = explosion.Height / NumLines;
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int currentFrame = 0;
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int currentLine = 0;
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Rectangle frameRec = new(0, 0, frameWidth, frameHeight);
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Vector2 position = new(0.0f, 0.0f);
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bool active = false;
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int framesCounter = 0;
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SetTargetFPS(120);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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// Check for mouse button pressed and activate explosion (if not active)
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if (IsMouseButtonPressed(MouseButton.MOUSE_LEFT_BUTTON) && !active)
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{
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position = GetMousePosition();
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active = true;
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position.X -= frameWidth / 2;
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position.Y -= frameHeight / 2;
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PlaySound(fxBoom);
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}
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// Compute explosion animation frames
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if (active)
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{
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framesCounter++;
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if (framesCounter > 2)
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{
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currentFrame++;
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if (currentFrame >= NumFramesPerLine)
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{
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currentFrame = 0;
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currentLine++;
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if (currentLine >= NumLines)
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{
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currentLine = 0;
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active = false;
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}
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}
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framesCounter = 0;
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}
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}
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frameRec.X = frameWidth * currentFrame;
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frameRec.Y = frameHeight * currentLine;
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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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// Draw explosion required frame rectangle
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if (active)
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{
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DrawTextureRec(explosion, frameRec, position, Color.WHITE);
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(explosion);
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UnloadSound(fxBoom);
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CloseAudioDevice();
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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