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

Porting examples

- Test.Common now used for Examples project.
- Testing examples alot.
This commit is contained in:
ChrisDill 2018-10-22 16:10:20 +01:00
commit bd525b9921
97 changed files with 516 additions and 366 deletions

View file

@ -1,7 +1,7 @@
using Raylib;
using static Raylib.Raylib;
public partial class Examples
public partial class textures_srcrec_dstrec
{
/******************************************************************************************* * * raylib [textures] example - Texture source and destination rectangles * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static void Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading int frameWidth = scarfy.width/6; int frameHeight = scarfy.height; // NOTE: Source rectangle (part of the texture to use for drawing) Rectangle sourceRec = { 0, 0, frameWidth, frameHeight }; // NOTE: Destination rectangle (screen rectangle where drawing part of texture) Rectangle destRec = { screenWidth/2, screenHeight/2, frameWidth*2, frameHeight*2 }; // NOTE: Origin of the texture (rotation/scale point), it's relative to destination rectangle size Vector2 origin = { frameWidth, frameHeight }; int rotation = 0; SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- rotation++; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw // sourceRec defines the part of the texture we use for drawing // destRec defines the rectangle where our texture part will fit (scaling it to fit) // origin defines the point of the texture used as reference for rotation and scaling // rotation defines the texture rotation (using origin as rotation point) DrawTexturePro(scarfy, sourceRec, destRec, origin, rotation, WHITE); DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY); DrawLine(0, destRec.y, screenWidth, destRec.y, GRAY); DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(scarfy); // Texture unloading CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
/******************************************************************************************* * * raylib [textures] example - Texture source and destination rectangles * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading int frameWidth = scarfy.width/6; int frameHeight = scarfy.height; // NOTE: Source rectangle (part of the texture to use for drawing) Rectangle sourceRec = new Rectangle( 0, 0, frameWidth, frameHeight ); // NOTE: Destination rectangle (screen rectangle where drawing part of texture) Rectangle destRec = new Rectangle( screenWidth/2, screenHeight/2, frameWidth*2, frameHeight*2 ); // NOTE: Origin of the texture (rotation/scale point), it's relative to destination rectangle size Vector2 origin = new Vector2( frameWidth, frameHeight ); int rotation = 0; SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- rotation++; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw // sourceRec defines the part of the texture we use for drawing // destRec defines the rectangle where our texture part will fit (scaling it to fit) // origin defines the point of the texture used as reference for rotation and scaling // rotation defines the texture rotation (using origin as rotation point) DrawTexturePro(scarfy, sourceRec, destRec, origin, rotation, WHITE); DrawLine((int)destRec.x, 0, (int)destRec.x, screenHeight, GRAY); DrawLine(0, (int)destRec.y, screenWidth, (int)destRec.y, GRAY); DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(scarfy); // Texture unloading CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
}