diff --git a/Examples/Audio/AmpEnvelope.cs b/Examples/Audio/AmpEnvelope.cs
index 2c1df4b..6efc7ba 100644
--- a/Examples/Audio/AmpEnvelope.cs
+++ b/Examples/Audio/AmpEnvelope.cs
@@ -176,41 +176,42 @@ public unsafe partial class AmpEnvelope : IExample
switch (env.State)
{
case ADSRState.Attack:
- {
- env.CurrentValue += (1.0f / env.AttackTime) * sampleTime;
- if (env.CurrentValue >= 1.0f)
{
- env.CurrentValue = 1.0f;
- env.State = ADSRState.Decay;
+ env.CurrentValue += (1.0f / env.AttackTime) * sampleTime;
+ if (env.CurrentValue >= 1.0f)
+ {
+ env.CurrentValue = 1.0f;
+ env.State = ADSRState.Decay;
+ }
}
- }
- break;
+ break;
case ADSRState.Decay:
- {
- env.CurrentValue -= ((1.0f - env.SustainLevel) / env.DecayTime) * sampleTime;
- if (env.CurrentValue <= env.SustainLevel)
+ {
+ env.CurrentValue -= ((1.0f - env.SustainLevel) / env.DecayTime) * sampleTime;
+ if (env.CurrentValue <= env.SustainLevel)
+ {
+ env.CurrentValue = env.SustainLevel;
+ env.State = ADSRState.Sustain;
+ }
+ }
+ break;
+ case ADSRState.Sustain:
{
env.CurrentValue = env.SustainLevel;
- env.State = ADSRState.Sustain;
}
- }
- break;
- case ADSRState.Sustain:
- {
- env.CurrentValue = env.SustainLevel;
- }
- break;
+ break;
case ADSRState.Release:
- {
- env.CurrentValue -= (env.SustainLevel / env.ReleaseTime) * sampleTime;
- if (env.CurrentValue <= 0.001f) // Use a small threshold to avoid infinite tail
{
- env.CurrentValue = 0.0f;
- env.State = ADSRState.Idle;
+ env.CurrentValue -= (env.SustainLevel / env.ReleaseTime) * sampleTime;
+ if (env.CurrentValue <= 0.001f) // Use a small threshold to avoid infinite tail
+ {
+ env.CurrentValue = 0.0f;
+ env.State = ADSRState.Idle;
+ }
}
- }
- break;
- default: break;
+ break;
+ default:
+ break;
}
}
diff --git a/Examples/Audio/StreamCallback.cs b/Examples/Audio/StreamCallback.cs
index f146f9f..b92a72a 100644
--- a/Examples/Audio/StreamCallback.cs
+++ b/Examples/Audio/StreamCallback.cs
@@ -88,10 +88,18 @@ public unsafe partial class StreamCallback : IExample
{
switch (waveType)
{
- case WaveType.Sine: SetAudioStreamCallback(stream, &SineCallback); break;
- case WaveType.Square: SetAudioStreamCallback(stream, &SquareCallback); break;
- case WaveType.Triangle: SetAudioStreamCallback(stream, &TriangleCallback); break;
- case WaveType.Sawtooth: SetAudioStreamCallback(stream, &SawtoothCallback); break;
+ case WaveType.Sine:
+ SetAudioStreamCallback(stream, &SineCallback);
+ break;
+ case WaveType.Square:
+ SetAudioStreamCallback(stream, &SquareCallback);
+ break;
+ case WaveType.Triangle:
+ SetAudioStreamCallback(stream, &TriangleCallback);
+ break;
+ case WaveType.Sawtooth:
+ SetAudioStreamCallback(stream, &SawtoothCallback);
+ break;
}
}
diff --git a/Examples/Core/Camera3dFps.cs b/Examples/Core/Camera3dFps.cs
index cd24279..cc68b72 100644
--- a/Examples/Core/Camera3dFps.cs
+++ b/Examples/Core/Camera3dFps.cs
@@ -243,13 +243,19 @@ public partial class Camera3dFps : IExample
// Clamp view up
float maxAngleUp = Vector3Angle(up, yaw);
maxAngleUp -= 0.001f; // Avoid numerical errors
- if (-(lookRotation.Y) > maxAngleUp) { lookRotation.Y = -maxAngleUp; }
+ if (-(lookRotation.Y) > maxAngleUp)
+ {
+ lookRotation.Y = -maxAngleUp;
+ }
// Clamp view down
float maxAngleDown = Vector3Angle(Vector3Negate(up), yaw);
maxAngleDown *= -1.0f; // Downwards angle is negative
maxAngleDown += 0.001f; // Avoid numerical errors
- if (-(lookRotation.Y) < maxAngleDown) { lookRotation.Y = -maxAngleDown; }
+ if (-(lookRotation.Y) < maxAngleDown)
+ {
+ lookRotation.Y = -maxAngleDown;
+ }
// Up and down
Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up));
diff --git a/Examples/Core/KeyboardTestbed.cs b/Examples/Core/KeyboardTestbed.cs
index d01bf64..019a736 100644
--- a/Examples/Core/KeyboardTestbed.cs
+++ b/Examples/Core/KeyboardTestbed.cs
@@ -237,112 +237,218 @@ public partial class KeyboardTestbed : IExample
{
switch ((KeyboardKey)key)
{
- case KeyboardKey.Apostrophe: return "'"; // Key: '
- case KeyboardKey.Comma: return ","; // Key: ,
- case KeyboardKey.Minus: return "-"; // Key: -
- case KeyboardKey.Period: return "."; // Key: .
- case KeyboardKey.Slash: return "/"; // Key: /
- case KeyboardKey.Zero: return "0"; // Key: 0
- case KeyboardKey.One: return "1"; // Key: 1
- case KeyboardKey.Two: return "2"; // Key: 2
- case KeyboardKey.Three: return "3"; // Key: 3
- case KeyboardKey.Four: return "4"; // Key: 4
- case KeyboardKey.Five: return "5"; // Key: 5
- case KeyboardKey.Six: return "6"; // Key: 6
- case KeyboardKey.Seven: return "7"; // Key: 7
- case KeyboardKey.Eight: return "8"; // Key: 8
- case KeyboardKey.Nine: return "9"; // Key: 9
- case KeyboardKey.Semicolon: return ";"; // Key: ;
- case KeyboardKey.Equal: return "="; // Key: =
- case KeyboardKey.A: return "A"; // Key: A | a
- case KeyboardKey.B: return "B"; // Key: B | b
- case KeyboardKey.C: return "C"; // Key: C | c
- case KeyboardKey.D: return "D"; // Key: D | d
- case KeyboardKey.E: return "E"; // Key: E | e
- case KeyboardKey.F: return "F"; // Key: F | f
- case KeyboardKey.G: return "G"; // Key: G | g
- case KeyboardKey.H: return "H"; // Key: H | h
- case KeyboardKey.I: return "I"; // Key: I | i
- case KeyboardKey.J: return "J"; // Key: J | j
- case KeyboardKey.K: return "K"; // Key: K | k
- case KeyboardKey.L: return "L"; // Key: L | l
- case KeyboardKey.M: return "M"; // Key: M | m
- case KeyboardKey.N: return "N"; // Key: N | n
- case KeyboardKey.O: return "O"; // Key: O | o
- case KeyboardKey.P: return "P"; // Key: P | p
- case KeyboardKey.Q: return "Q"; // Key: Q | q
- case KeyboardKey.R: return "R"; // Key: R | r
- case KeyboardKey.S: return "S"; // Key: S | s
- case KeyboardKey.T: return "T"; // Key: T | t
- case KeyboardKey.U: return "U"; // Key: U | u
- case KeyboardKey.V: return "V"; // Key: V | v
- case KeyboardKey.W: return "W"; // Key: W | w
- case KeyboardKey.X: return "X"; // Key: X | x
- case KeyboardKey.Y: return "Y"; // Key: Y | y
- case KeyboardKey.Z: return "Z"; // Key: Z | z
- case KeyboardKey.LeftBracket: return "["; // Key: [
- case KeyboardKey.Backslash: return "\\"; // Key: '\'
- case KeyboardKey.RightBracket: return "]"; // Key: ]
- case KeyboardKey.Grave: return "`"; // Key: `
- case KeyboardKey.Space: return "SPACE"; // Key: Space
- case KeyboardKey.Escape: return "ESC"; // Key: Esc
- case KeyboardKey.Enter: return "ENTER"; // Key: Enter
- case KeyboardKey.Tab: return "TAB"; // Key: Tab
- case KeyboardKey.Backspace: return "BACK"; // Key: Backspace
- case KeyboardKey.Insert: return "INS"; // Key: Ins
- case KeyboardKey.Delete: return "DEL"; // Key: Del
- case KeyboardKey.Right: return "RIGHT"; // Key: Cursor right
- case KeyboardKey.Left: return "LEFT"; // Key: Cursor left
- case KeyboardKey.Down: return "DOWN"; // Key: Cursor down
- case KeyboardKey.Up: return "UP"; // Key: Cursor up
- case KeyboardKey.PageUp: return "PGUP"; // Key: Page up
- case KeyboardKey.PageDown: return "PGDOWN"; // Key: Page down
- case KeyboardKey.Home: return "HOME"; // Key: Home
- case KeyboardKey.End: return "END"; // Key: End
- case KeyboardKey.CapsLock: return "CAPS"; // Key: Caps lock
- case KeyboardKey.ScrollLock: return "LOCK"; // Key: Scroll down
- case KeyboardKey.NumLock: return "NUMLOCK"; // Key: Num lock
- case KeyboardKey.PrintScreen: return "PRINTSCR"; // Key: Print screen
- case KeyboardKey.Pause: return "PAUSE"; // Key: Pause
- case KeyboardKey.F1: return "F1"; // Key: F1
- case KeyboardKey.F2: return "F2"; // Key: F2
- case KeyboardKey.F3: return "F3"; // Key: F3
- case KeyboardKey.F4: return "F4"; // Key: F4
- case KeyboardKey.F5: return "F5"; // Key: F5
- case KeyboardKey.F6: return "F6"; // Key: F6
- case KeyboardKey.F7: return "F7"; // Key: F7
- case KeyboardKey.F8: return "F8"; // Key: F8
- case KeyboardKey.F9: return "F9"; // Key: F9
- case KeyboardKey.F10: return "F10"; // Key: F10
- case KeyboardKey.F11: return "F11"; // Key: F11
- case KeyboardKey.F12: return "F12"; // Key: F12
- case KeyboardKey.LeftShift: return "LSHIFT"; // Key: Shift left
- case KeyboardKey.LeftControl: return "LCTRL"; // Key: Control left
- case KeyboardKey.LeftAlt: return "LALT"; // Key: Alt left
- case KeyboardKey.LeftSuper: return "WIN"; // Key: Super left
- case KeyboardKey.RightShift: return "RSHIFT"; // Key: Shift right
- case KeyboardKey.RightControl: return "RCTRL"; // Key: Control right
- case KeyboardKey.RightAlt: return "ALTGR"; // Key: Alt right
- case KeyboardKey.RightSuper: return "RSUPER"; // Key: Super right
- case KeyboardKey.KeyboardMenu: return "KBMENU"; // Key: KB menu
- case KeyboardKey.Kp0: return "KP0"; // Key: Keypad 0
- case KeyboardKey.Kp1: return "KP1"; // Key: Keypad 1
- case KeyboardKey.Kp2: return "KP2"; // Key: Keypad 2
- case KeyboardKey.Kp3: return "KP3"; // Key: Keypad 3
- case KeyboardKey.Kp4: return "KP4"; // Key: Keypad 4
- case KeyboardKey.Kp5: return "KP5"; // Key: Keypad 5
- case KeyboardKey.Kp6: return "KP6"; // Key: Keypad 6
- case KeyboardKey.Kp7: return "KP7"; // Key: Keypad 7
- case KeyboardKey.Kp8: return "KP8"; // Key: Keypad 8
- case KeyboardKey.Kp9: return "KP9"; // Key: Keypad 9
- case KeyboardKey.KpDecimal: return "KPDEC"; // Key: Keypad .
- case KeyboardKey.KpDivide: return "KPDIV"; // Key: Keypad /
- case KeyboardKey.KpMultiply: return "KPMUL"; // Key: Keypad *
- case KeyboardKey.KpSubtract: return "KPSUB"; // Key: Keypad -
- case KeyboardKey.KpAdd: return "KPADD"; // Key: Keypad +
- case KeyboardKey.KpEnter: return "KPENTER"; // Key: Keypad Enter
- case KeyboardKey.KpEqual: return "KPEQU"; // Key: Keypad =
- default: return "";
+ case KeyboardKey.Apostrophe:
+ return "'"; // Key: '
+ case KeyboardKey.Comma:
+ return ","; // Key: ,
+ case KeyboardKey.Minus:
+ return "-"; // Key: -
+ case KeyboardKey.Period:
+ return "."; // Key: .
+ case KeyboardKey.Slash:
+ return "/"; // Key: /
+ case KeyboardKey.Zero:
+ return "0"; // Key: 0
+ case KeyboardKey.One:
+ return "1"; // Key: 1
+ case KeyboardKey.Two:
+ return "2"; // Key: 2
+ case KeyboardKey.Three:
+ return "3"; // Key: 3
+ case KeyboardKey.Four:
+ return "4"; // Key: 4
+ case KeyboardKey.Five:
+ return "5"; // Key: 5
+ case KeyboardKey.Six:
+ return "6"; // Key: 6
+ case KeyboardKey.Seven:
+ return "7"; // Key: 7
+ case KeyboardKey.Eight:
+ return "8"; // Key: 8
+ case KeyboardKey.Nine:
+ return "9"; // Key: 9
+ case KeyboardKey.Semicolon:
+ return ";"; // Key: ;
+ case KeyboardKey.Equal:
+ return "="; // Key: =
+ case KeyboardKey.A:
+ return "A"; // Key: A | a
+ case KeyboardKey.B:
+ return "B"; // Key: B | b
+ case KeyboardKey.C:
+ return "C"; // Key: C | c
+ case KeyboardKey.D:
+ return "D"; // Key: D | d
+ case KeyboardKey.E:
+ return "E"; // Key: E | e
+ case KeyboardKey.F:
+ return "F"; // Key: F | f
+ case KeyboardKey.G:
+ return "G"; // Key: G | g
+ case KeyboardKey.H:
+ return "H"; // Key: H | h
+ case KeyboardKey.I:
+ return "I"; // Key: I | i
+ case KeyboardKey.J:
+ return "J"; // Key: J | j
+ case KeyboardKey.K:
+ return "K"; // Key: K | k
+ case KeyboardKey.L:
+ return "L"; // Key: L | l
+ case KeyboardKey.M:
+ return "M"; // Key: M | m
+ case KeyboardKey.N:
+ return "N"; // Key: N | n
+ case KeyboardKey.O:
+ return "O"; // Key: O | o
+ case KeyboardKey.P:
+ return "P"; // Key: P | p
+ case KeyboardKey.Q:
+ return "Q"; // Key: Q | q
+ case KeyboardKey.R:
+ return "R"; // Key: R | r
+ case KeyboardKey.S:
+ return "S"; // Key: S | s
+ case KeyboardKey.T:
+ return "T"; // Key: T | t
+ case KeyboardKey.U:
+ return "U"; // Key: U | u
+ case KeyboardKey.V:
+ return "V"; // Key: V | v
+ case KeyboardKey.W:
+ return "W"; // Key: W | w
+ case KeyboardKey.X:
+ return "X"; // Key: X | x
+ case KeyboardKey.Y:
+ return "Y"; // Key: Y | y
+ case KeyboardKey.Z:
+ return "Z"; // Key: Z | z
+ case KeyboardKey.LeftBracket:
+ return "["; // Key: [
+ case KeyboardKey.Backslash:
+ return "\\"; // Key: '\'
+ case KeyboardKey.RightBracket:
+ return "]"; // Key: ]
+ case KeyboardKey.Grave:
+ return "`"; // Key: `
+ case KeyboardKey.Space:
+ return "SPACE"; // Key: Space
+ case KeyboardKey.Escape:
+ return "ESC"; // Key: Esc
+ case KeyboardKey.Enter:
+ return "ENTER"; // Key: Enter
+ case KeyboardKey.Tab:
+ return "TAB"; // Key: Tab
+ case KeyboardKey.Backspace:
+ return "BACK"; // Key: Backspace
+ case KeyboardKey.Insert:
+ return "INS"; // Key: Ins
+ case KeyboardKey.Delete:
+ return "DEL"; // Key: Del
+ case KeyboardKey.Right:
+ return "RIGHT"; // Key: Cursor right
+ case KeyboardKey.Left:
+ return "LEFT"; // Key: Cursor left
+ case KeyboardKey.Down:
+ return "DOWN"; // Key: Cursor down
+ case KeyboardKey.Up:
+ return "UP"; // Key: Cursor up
+ case KeyboardKey.PageUp:
+ return "PGUP"; // Key: Page up
+ case KeyboardKey.PageDown:
+ return "PGDOWN"; // Key: Page down
+ case KeyboardKey.Home:
+ return "HOME"; // Key: Home
+ case KeyboardKey.End:
+ return "END"; // Key: End
+ case KeyboardKey.CapsLock:
+ return "CAPS"; // Key: Caps lock
+ case KeyboardKey.ScrollLock:
+ return "LOCK"; // Key: Scroll down
+ case KeyboardKey.NumLock:
+ return "NUMLOCK"; // Key: Num lock
+ case KeyboardKey.PrintScreen:
+ return "PRINTSCR"; // Key: Print screen
+ case KeyboardKey.Pause:
+ return "PAUSE"; // Key: Pause
+ case KeyboardKey.F1:
+ return "F1"; // Key: F1
+ case KeyboardKey.F2:
+ return "F2"; // Key: F2
+ case KeyboardKey.F3:
+ return "F3"; // Key: F3
+ case KeyboardKey.F4:
+ return "F4"; // Key: F4
+ case KeyboardKey.F5:
+ return "F5"; // Key: F5
+ case KeyboardKey.F6:
+ return "F6"; // Key: F6
+ case KeyboardKey.F7:
+ return "F7"; // Key: F7
+ case KeyboardKey.F8:
+ return "F8"; // Key: F8
+ case KeyboardKey.F9:
+ return "F9"; // Key: F9
+ case KeyboardKey.F10:
+ return "F10"; // Key: F10
+ case KeyboardKey.F11:
+ return "F11"; // Key: F11
+ case KeyboardKey.F12:
+ return "F12"; // Key: F12
+ case KeyboardKey.LeftShift:
+ return "LSHIFT"; // Key: Shift left
+ case KeyboardKey.LeftControl:
+ return "LCTRL"; // Key: Control left
+ case KeyboardKey.LeftAlt:
+ return "LALT"; // Key: Alt left
+ case KeyboardKey.LeftSuper:
+ return "WIN"; // Key: Super left
+ case KeyboardKey.RightShift:
+ return "RSHIFT"; // Key: Shift right
+ case KeyboardKey.RightControl:
+ return "RCTRL"; // Key: Control right
+ case KeyboardKey.RightAlt:
+ return "ALTGR"; // Key: Alt right
+ case KeyboardKey.RightSuper:
+ return "RSUPER"; // Key: Super right
+ case KeyboardKey.KeyboardMenu:
+ return "KBMENU"; // Key: KB menu
+ case KeyboardKey.Kp0:
+ return "KP0"; // Key: Keypad 0
+ case KeyboardKey.Kp1:
+ return "KP1"; // Key: Keypad 1
+ case KeyboardKey.Kp2:
+ return "KP2"; // Key: Keypad 2
+ case KeyboardKey.Kp3:
+ return "KP3"; // Key: Keypad 3
+ case KeyboardKey.Kp4:
+ return "KP4"; // Key: Keypad 4
+ case KeyboardKey.Kp5:
+ return "KP5"; // Key: Keypad 5
+ case KeyboardKey.Kp6:
+ return "KP6"; // Key: Keypad 6
+ case KeyboardKey.Kp7:
+ return "KP7"; // Key: Keypad 7
+ case KeyboardKey.Kp8:
+ return "KP8"; // Key: Keypad 8
+ case KeyboardKey.Kp9:
+ return "KP9"; // Key: Keypad 9
+ case KeyboardKey.KpDecimal:
+ return "KPDEC"; // Key: Keypad .
+ case KeyboardKey.KpDivide:
+ return "KPDIV"; // Key: Keypad /
+ case KeyboardKey.KpMultiply:
+ return "KPMUL"; // Key: Keypad *
+ case KeyboardKey.KpSubtract:
+ return "KPSUB"; // Key: Keypad -
+ case KeyboardKey.KpAdd:
+ return "KPADD"; // Key: Keypad +
+ case KeyboardKey.KpEnter:
+ return "KPENTER"; // Key: Keypad Enter
+ case KeyboardKey.KpEqual:
+ return "KPEQU"; // Key: Keypad =
+ default:
+ return "";
}
}
diff --git a/Examples/Core/ViewportScaling.cs b/Examples/Core/ViewportScaling.cs
index 615b832..46f2cbf 100644
--- a/Examples/Core/ViewportScaling.cs
+++ b/Examples/Core/ViewportScaling.cs
@@ -314,13 +314,26 @@ public partial class ViewportScaling : IExample
switch (viewportType)
{
- case ViewportType.KeepAspectInteger: KeepAspectCenteredInteger(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect); break;
- case ViewportType.KeepHeightInteger: KeepHeightCenteredInteger(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect); break;
- case ViewportType.KeepWidthInteger: KeepWidthCenteredInteger(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect); break;
- case ViewportType.KeepAspect: KeepAspectCentered(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect); break;
- case ViewportType.KeepHeight: KeepHeightCentered(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect); break;
- case ViewportType.KeepWidth: KeepWidthCentered(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect); break;
- default: break;
+ case ViewportType.KeepAspectInteger:
+ KeepAspectCenteredInteger(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect);
+ break;
+ case ViewportType.KeepHeightInteger:
+ KeepHeightCenteredInteger(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect);
+ break;
+ case ViewportType.KeepWidthInteger:
+ KeepWidthCenteredInteger(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect);
+ break;
+ case ViewportType.KeepAspect:
+ KeepAspectCentered(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect);
+ break;
+ case ViewportType.KeepHeight:
+ KeepHeightCentered(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect);
+ break;
+ case ViewportType.KeepWidth:
+ KeepWidthCentered(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect);
+ break;
+ default:
+ break;
}
UnloadRenderTexture(target);
diff --git a/Examples/ExcludeFromBrowserAttribute.cs b/Examples/ExcludeFromBrowserAttribute.cs
index e2224c7..9034669 100644
--- a/Examples/ExcludeFromBrowserAttribute.cs
+++ b/Examples/ExcludeFromBrowserAttribute.cs
@@ -8,7 +8,10 @@ namespace Examples;
public sealed class ExcludeFromBrowserAttribute : Attribute
{
/// Why the example cannot run in the browser.
- public string Reason { get; }
+ public string Reason
+ {
+ get;
+ }
public ExcludeFromBrowserAttribute(string reason = null)
{
diff --git a/Examples/IExample.cs b/Examples/IExample.cs
index f2100d9..e589691 100644
--- a/Examples/IExample.cs
+++ b/Examples/IExample.cs
@@ -14,10 +14,16 @@ namespace Examples;
public interface IExample
{
/// Display name shown in the navigation dropdown.
- string Name { get; }
+ string Name
+ {
+ get;
+ }
/// Window title, matching the example's standalone Main().
- string Title { get; }
+ string Title
+ {
+ get;
+ }
/// Desktop window size, matching the standalone Main(). The browser canvas is fixed at 800x450.
int Width => 800;
diff --git a/Examples/Models/Decals.cs b/Examples/Models/Decals.cs
index 461f5ac..d72ef89 100644
--- a/Examples/Models/Decals.cs
+++ b/Examples/Models/Decals.cs
@@ -423,8 +423,12 @@ public partial class Decals : IExample
nV3 = ClipSegment(inMesh[i + 1], nV1, planes[face], s);
nV4 = ClipSegment(inMesh[i + 1], nV2, planes[face], s);
- outMesh.Add(nV3); outMesh.Add(nV2); outMesh.Add(nV1);
- outMesh.Add(nV2); outMesh.Add(nV3); outMesh.Add(nV4);
+ outMesh.Add(nV3);
+ outMesh.Add(nV2);
+ outMesh.Add(nV1);
+ outMesh.Add(nV2);
+ outMesh.Add(nV3);
+ outMesh.Add(nV4);
}
else
{
@@ -443,8 +447,12 @@ public partial class Decals : IExample
nV4 = ClipSegment(inMesh[i + 2], nV2, planes[face], s);
}
- outMesh.Add(nV1); outMesh.Add(nV2); outMesh.Add(nV3);
- outMesh.Add(nV4); outMesh.Add(nV3); outMesh.Add(nV2);
+ outMesh.Add(nV1);
+ outMesh.Add(nV2);
+ outMesh.Add(nV3);
+ outMesh.Add(nV4);
+ outMesh.Add(nV3);
+ outMesh.Add(nV2);
}
break;
case 2:
@@ -454,7 +462,9 @@ public partial class Decals : IExample
nV1 = inMesh[i];
nV2 = ClipSegment(nV1, inMesh[i + 1], planes[face], s);
nV3 = ClipSegment(nV1, inMesh[i + 2], planes[face], s);
- outMesh.Add(nV1); outMesh.Add(nV2); outMesh.Add(nV3);
+ outMesh.Add(nV1);
+ outMesh.Add(nV2);
+ outMesh.Add(nV3);
}
if (!v2Out)
@@ -462,7 +472,9 @@ public partial class Decals : IExample
nV1 = inMesh[i + 1];
nV2 = ClipSegment(nV1, inMesh[i + 2], planes[face], s);
nV3 = ClipSegment(nV1, inMesh[i], planes[face], s);
- outMesh.Add(nV1); outMesh.Add(nV2); outMesh.Add(nV3);
+ outMesh.Add(nV1);
+ outMesh.Add(nV2);
+ outMesh.Add(nV3);
}
if (!v3Out)
@@ -470,7 +482,9 @@ public partial class Decals : IExample
nV1 = inMesh[i + 2];
nV2 = ClipSegment(nV1, inMesh[i], planes[face], s);
nV3 = ClipSegment(nV1, inMesh[i + 1], planes[face], s);
- outMesh.Add(nV1); outMesh.Add(nV2); outMesh.Add(nV3);
+ outMesh.Add(nV1);
+ outMesh.Add(nV2);
+ outMesh.Add(nV3);
}
break;
default: // The entire face lies outside of the plane, so let's discard the corresponding vertices
diff --git a/Examples/Shaders/DeferredRendering.cs b/Examples/Shaders/DeferredRendering.cs
index 93ff23f..1602df1 100644
--- a/Examples/Shaders/DeferredRendering.cs
+++ b/Examples/Shaders/DeferredRendering.cs
@@ -209,10 +209,22 @@ public partial class DeferredRendering : IExample
);
// Check key inputs to enable/disable lights
- if (IsKeyPressed(KeyboardKey.Y)) { lights[0].Enabled = !lights[0].Enabled; }
- if (IsKeyPressed(KeyboardKey.R)) { lights[1].Enabled = !lights[1].Enabled; }
- if (IsKeyPressed(KeyboardKey.G)) { lights[2].Enabled = !lights[2].Enabled; }
- if (IsKeyPressed(KeyboardKey.B)) { lights[3].Enabled = !lights[3].Enabled; }
+ if (IsKeyPressed(KeyboardKey.Y))
+ {
+ lights[0].Enabled = !lights[0].Enabled;
+ }
+ if (IsKeyPressed(KeyboardKey.R))
+ {
+ lights[1].Enabled = !lights[1].Enabled;
+ }
+ if (IsKeyPressed(KeyboardKey.G))
+ {
+ lights[2].Enabled = !lights[2].Enabled;
+ }
+ if (IsKeyPressed(KeyboardKey.B))
+ {
+ lights[3].Enabled = !lights[3].Enabled;
+ }
// Check key inputs to switch between G-buffer textures
if (IsKeyPressed(KeyboardKey.One))
@@ -277,40 +289,40 @@ public partial class DeferredRendering : IExample
switch (mode)
{
case DeferredMode.Shading:
- {
- BeginMode3D(camera);
- Rlgl.DisableColorBlend();
- Rlgl.EnableShader(deferredShader.Id);
- // Bind our g-buffer textures
- // We are binding them to locations that we earlier set in sampler2D uniforms `gPosition`, `gNormal`,
- // and `gAlbedoSpec`
- Rlgl.ActiveTextureSlot(TexUnitPosition);
- Rlgl.EnableTexture(gBuffer.PositionTextureId);
- Rlgl.ActiveTextureSlot(TexUnitNormal);
- Rlgl.EnableTexture(gBuffer.NormalTextureId);
- Rlgl.ActiveTextureSlot(TexUnitAlbedoSpec);
- Rlgl.EnableTexture(gBuffer.AlbedoSpecTextureId);
-
- // Finally, we draw a fullscreen quad to our default framebufferId
- // This will now be shaded using our deferred shader
- Rlgl.LoadDrawQuad();
- Rlgl.DisableShader();
- Rlgl.EnableColorBlend();
- EndMode3D();
-
- // As a last step, we now copy over the depth buffer from our g-buffer to the default framebufferId
- Rlgl.BindFramebuffer(RlReadFramebuffer, gBuffer.FramebufferId);
- Rlgl.BindFramebuffer(RlDrawFramebuffer, 0);
- Rlgl.BlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, GlDepthBufferBit);
- Rlgl.DisableFramebuffer();
-
- // Since our shader is now done and disabled, we can draw spheres
- // that represent light positions in default forward rendering
- BeginMode3D(camera);
- Rlgl.EnableShader(Rlgl.GetShaderIdDefault());
- for (var i = 0; i < MaxLights; i++)
{
- if (lights[i].Enabled)
+ BeginMode3D(camera);
+ Rlgl.DisableColorBlend();
+ Rlgl.EnableShader(deferredShader.Id);
+ // Bind our g-buffer textures
+ // We are binding them to locations that we earlier set in sampler2D uniforms `gPosition`, `gNormal`,
+ // and `gAlbedoSpec`
+ Rlgl.ActiveTextureSlot(TexUnitPosition);
+ Rlgl.EnableTexture(gBuffer.PositionTextureId);
+ Rlgl.ActiveTextureSlot(TexUnitNormal);
+ Rlgl.EnableTexture(gBuffer.NormalTextureId);
+ Rlgl.ActiveTextureSlot(TexUnitAlbedoSpec);
+ Rlgl.EnableTexture(gBuffer.AlbedoSpecTextureId);
+
+ // Finally, we draw a fullscreen quad to our default framebufferId
+ // This will now be shaded using our deferred shader
+ Rlgl.LoadDrawQuad();
+ Rlgl.DisableShader();
+ Rlgl.EnableColorBlend();
+ EndMode3D();
+
+ // As a last step, we now copy over the depth buffer from our g-buffer to the default framebufferId
+ Rlgl.BindFramebuffer(RlReadFramebuffer, gBuffer.FramebufferId);
+ Rlgl.BindFramebuffer(RlDrawFramebuffer, 0);
+ Rlgl.BlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, GlDepthBufferBit);
+ Rlgl.DisableFramebuffer();
+
+ // Since our shader is now done and disabled, we can draw spheres
+ // that represent light positions in default forward rendering
+ BeginMode3D(camera);
+ Rlgl.EnableShader(Rlgl.GetShaderIdDefault());
+ for (var i = 0; i < MaxLights; i++)
+ {
+ if (lights[i].Enabled)
{
DrawSphereEx(lights[i].Position, 0.2f, 8, 8, lights[i].Color);
}
@@ -319,49 +331,50 @@ public partial class DeferredRendering : IExample
DrawSphereWires(lights[i].Position, 0.2f, 8, 8, ColorAlpha(lights[i].Color, 0.3f));
}
}
- Rlgl.DisableShader();
- EndMode3D();
+ Rlgl.DisableShader();
+ EndMode3D();
- DrawText("FINAL RESULT", 10, screenHeight - 30, 20, Color.DarkGreen);
- }
- break;
+ DrawText("FINAL RESULT", 10, screenHeight - 30, 20, Color.DarkGreen);
+ }
+ break;
case DeferredMode.Position:
- {
- DrawTextureRec(
- new Texture2D { Id = gBuffer.PositionTextureId, Width = screenWidth, Height = screenHeight },
- new Rectangle(0, 0, screenWidth, -screenHeight),
- Vector2.Zero,
- Color.RayWhite
- );
+ {
+ DrawTextureRec(
+ new Texture2D { Id = gBuffer.PositionTextureId, Width = screenWidth, Height = screenHeight },
+ new Rectangle(0, 0, screenWidth, -screenHeight),
+ Vector2.Zero,
+ Color.RayWhite
+ );
- DrawText("POSITION TEXTURE", 10, screenHeight - 30, 20, Color.DarkGreen);
- }
- break;
+ DrawText("POSITION TEXTURE", 10, screenHeight - 30, 20, Color.DarkGreen);
+ }
+ break;
case DeferredMode.Normal:
- {
- DrawTextureRec(
- new Texture2D { Id = gBuffer.NormalTextureId, Width = screenWidth, Height = screenHeight },
- new Rectangle(0, 0, screenWidth, -screenHeight),
- Vector2.Zero,
- Color.RayWhite
- );
+ {
+ DrawTextureRec(
+ new Texture2D { Id = gBuffer.NormalTextureId, Width = screenWidth, Height = screenHeight },
+ new Rectangle(0, 0, screenWidth, -screenHeight),
+ Vector2.Zero,
+ Color.RayWhite
+ );
- DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, Color.DarkGreen);
- }
- break;
+ DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, Color.DarkGreen);
+ }
+ break;
case DeferredMode.Albedo:
- {
- DrawTextureRec(
- new Texture2D { Id = gBuffer.AlbedoSpecTextureId, Width = screenWidth, Height = screenHeight },
- new Rectangle(0, 0, screenWidth, -screenHeight),
- Vector2.Zero,
- Color.RayWhite
- );
+ {
+ DrawTextureRec(
+ new Texture2D { Id = gBuffer.AlbedoSpecTextureId, Width = screenWidth, Height = screenHeight },
+ new Rectangle(0, 0, screenWidth, -screenHeight),
+ Vector2.Zero,
+ Color.RayWhite
+ );
- DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, Color.DarkGreen);
- }
- break;
- default: break;
+ DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, Color.DarkGreen);
+ }
+ break;
+ default:
+ break;
}
DrawText("Toggle lights keys: [Y][R][G][B]", 10, 40, 20, Color.DarkGray);
diff --git a/Examples/Shaders/LightmapRendering.cs b/Examples/Shaders/LightmapRendering.cs
index 32bb7cf..c4774d7 100644
--- a/Examples/Shaders/LightmapRendering.cs
+++ b/Examples/Shaders/LightmapRendering.cs
@@ -67,10 +67,14 @@ public partial class LightmapRendering : IExample
mesh.AllocTexCoords2();
// X // Y
- mesh.TexCoords2[0] = 0.0f; mesh.TexCoords2[1] = 0.0f;
- mesh.TexCoords2[2] = 1.0f; mesh.TexCoords2[3] = 0.0f;
- mesh.TexCoords2[4] = 0.0f; mesh.TexCoords2[5] = 1.0f;
- mesh.TexCoords2[6] = 1.0f; mesh.TexCoords2[7] = 1.0f;
+ mesh.TexCoords2[0] = 0.0f;
+ mesh.TexCoords2[1] = 0.0f;
+ mesh.TexCoords2[2] = 1.0f;
+ mesh.TexCoords2[3] = 0.0f;
+ mesh.TexCoords2[4] = 0.0f;
+ mesh.TexCoords2[5] = 1.0f;
+ mesh.TexCoords2[6] = 1.0f;
+ mesh.TexCoords2[7] = 1.0f;
// Load a new texcoords2 attributes buffer
mesh.VboId[(int)ShaderLocationIndex.VertexTexcoord02] =
diff --git a/Examples/Shapes/BallPhysics.cs b/Examples/Shapes/BallPhysics.cs
index cfbe66e..4b66f97 100644
--- a/Examples/Shapes/BallPhysics.cs
+++ b/Examples/Shapes/BallPhysics.cs
@@ -62,7 +62,7 @@ public partial class BallPhysics : IExample
// Init first ball in the array
balls[0] = new Ball
{
- position = new Vector2(GetScreenWidth()/2.0f, GetScreenHeight()/2.0f),
+ position = new Vector2(GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f),
speed = new Vector2(200, 200),
prevPosition = new Vector2(0, 0),
radius = 40,
@@ -98,7 +98,7 @@ public partial class BallPhysics : IExample
// If the distance between the ball position and the mouse press position
// is less than or equal to the ball radius, the event occurred inside the ball
- if (MathF.Sqrt(pressOffset.X*pressOffset.X + pressOffset.Y*pressOffset.Y) <= balls[i].radius)
+ if (MathF.Sqrt(pressOffset.X * pressOffset.X + pressOffset.Y * pressOffset.Y) <= balls[i].radius)
{
balls[i].grabbed = true;
grabbedBallIndex = i;
@@ -163,7 +163,7 @@ public partial class BallPhysics : IExample
}
// Changes gravity
- gravity += GetMouseWheelMove()*5;
+ gravity += GetMouseWheelMove() * 5;
// Updates each ball state
for (int i = 0; i < ballCount; i++)
@@ -179,31 +179,31 @@ public partial class BallPhysics : IExample
if ((balls[i].position.X + balls[i].radius) >= screenWidth)
{
balls[i].position.X = screenWidth - balls[i].radius; // Ball repositioning
- balls[i].speed.X = -balls[i].speed.X*balls[i].elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
+ balls[i].speed.X = -balls[i].speed.X * balls[i].elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
}
// Does the ball hit the screen left boundary?
else if ((balls[i].position.X - balls[i].radius) <= 0)
{
balls[i].position.X = balls[i].radius;
- balls[i].speed.X = -balls[i].speed.X*balls[i].elasticity;
+ balls[i].speed.X = -balls[i].speed.X * balls[i].elasticity;
}
// The same for y axis
if ((balls[i].position.Y + balls[i].radius) >= screenHeight)
{
balls[i].position.Y = screenHeight - balls[i].radius;
- balls[i].speed.Y = -balls[i].speed.Y*balls[i].elasticity;
+ balls[i].speed.Y = -balls[i].speed.Y * balls[i].elasticity;
}
else if ((balls[i].position.Y - balls[i].radius) <= 0)
{
balls[i].position.Y = balls[i].radius;
- balls[i].speed.Y = -balls[i].speed.Y*balls[i].elasticity;
+ balls[i].speed.Y = -balls[i].speed.Y * balls[i].elasticity;
}
// Friction makes the ball lose 1% of its velocity each frame
- balls[i].speed.X = balls[i].speed.X*balls[i].friction;
+ balls[i].speed.X = balls[i].speed.X * balls[i].friction;
// Gravity affects only the y axis
- balls[i].speed.Y = balls[i].speed.Y*balls[i].friction + gravity;
+ balls[i].speed.Y = balls[i].speed.Y * balls[i].friction + gravity;
}
else
{
@@ -212,8 +212,8 @@ public partial class BallPhysics : IExample
balls[i].position.Y = mousePos.Y - pressOffset.Y;
// While the ball is grabbed, recalculates its velocity
- balls[i].speed.X = (balls[i].position.X - balls[i].prevPosition.X)/delta;
- balls[i].speed.Y = (balls[i].position.Y - balls[i].prevPosition.Y)/delta;
+ balls[i].speed.X = (balls[i].position.X - balls[i].prevPosition.X) / delta;
+ balls[i].speed.Y = (balls[i].position.Y - balls[i].prevPosition.Y) / delta;
balls[i].prevPosition = balls[i].position;
}
}
@@ -225,20 +225,20 @@ public partial class BallPhysics : IExample
//----------------------------------------------------------------------------------
BeginDrawing();
- ClearBackground(Color.RayWhite);
+ ClearBackground(Color.RayWhite);
- for (int i = 0; i < ballCount; i++)
- {
- DrawCircleV(balls[i].position, balls[i].radius, balls[i].color);
- DrawCircleLinesV(balls[i].position, balls[i].radius, Color.Black);
- }
+ for (int i = 0; i < ballCount; i++)
+ {
+ DrawCircleV(balls[i].position, balls[i].radius, balls[i].color);
+ DrawCircleLinesV(balls[i].position, balls[i].radius, Color.Black);
+ }
- DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 10, Color.DarkGray);
- DrawText("right click to create new balls (keep left control pressed to create a lot)", 10, 30, 10, Color.DarkGray);
- DrawText("use mouse wheel to change gravity", 10, 50, 10, Color.DarkGray);
- DrawText("middle click to shake", 10, 70, 10, Color.DarkGray);
- DrawText($"BALL COUNT: {ballCount}", 10, GetScreenHeight() - 70, 20, Color.Black);
- DrawText($"GRAVITY: {gravity:F2}", 10, GetScreenHeight() - 40, 20, Color.Black);
+ DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 10, Color.DarkGray);
+ DrawText("right click to create new balls (keep left control pressed to create a lot)", 10, 30, 10, Color.DarkGray);
+ DrawText("use mouse wheel to change gravity", 10, 50, 10, Color.DarkGray);
+ DrawText("middle click to shake", 10, 70, 10, Color.DarkGray);
+ DrawText($"BALL COUNT: {ballCount}", 10, GetScreenHeight() - 70, 20, Color.Black);
+ DrawText($"GRAVITY: {gravity:F2}", 10, GetScreenHeight() - 40, 20, Color.Black);
EndDrawing();
//----------------------------------------------------------------------------------
diff --git a/Examples/Shapes/BulletHell.cs b/Examples/Shapes/BulletHell.cs
index 09660f9..01931aa 100644
--- a/Examples/Shapes/BulletHell.cs
+++ b/Examples/Shapes/BulletHell.cs
@@ -88,8 +88,8 @@ public partial class BulletHell : IExample
// Draw circle to bullet texture, then draw bullet using DrawTexture()
// NOTE: This is done to improve the performance, since DrawCircle() is very slow
BeginTextureMode(bulletTexture);
- DrawCircle(12, 12, (float)bulletRadius, Color.White);
- DrawCircleLines(12, 12, (float)bulletRadius, Color.Black);
+ DrawCircle(12, 12, (float)bulletRadius, Color.White);
+ DrawCircleLines(12, 12, (float)bulletRadius, Color.Black);
EndTextureMode();
drawInPerformanceMode = true;
@@ -113,16 +113,16 @@ public partial class BulletHell : IExample
spawnCooldownTimer = spawnCooldown;
// Spawn bullets
- float degreesPerRow = 360.0f/bulletRows;
+ float degreesPerRow = 360.0f / bulletRows;
for (int row = 0; row < bulletRows; row++)
{
if (bulletCount < MAX_BULLETS)
{
- bullets[bulletCount].position = new Vector2((float)screenWidth/2, (float)screenHeight/2);
+ bullets[bulletCount].position = new Vector2((float)screenWidth / 2, (float)screenHeight / 2);
bullets[bulletCount].disabled = false;
- bullets[bulletCount].color = bulletColor[row%2];
+ bullets[bulletCount].color = bulletColor[row % 2];
- float bulletDirection = baseDirection + (degreesPerRow*row);
+ float bulletDirection = baseDirection + (degreesPerRow * row);
// Bullet speed*bullet direction, this will determine how much pixels will be incremented/decremented
// from the bullet position every frame. Since the bullets doesn't change its direction and speed,
@@ -130,8 +130,8 @@ public partial class BulletHell : IExample
// 0 degrees = right, 90 degrees = down, 180 degrees = left and 270 degrees = up, basically clockwise
// Case you want it to be anti-clockwise, add "* -1" at the y acceleration
bullets[bulletCount].acceleration = new Vector2(
- bulletSpeed*MathF.Cos(bulletDirection*DEG2RAD),
- bulletSpeed*MathF.Sin(bulletDirection*DEG2RAD)
+ bulletSpeed * MathF.Cos(bulletDirection * DEG2RAD),
+ bulletSpeed * MathF.Sin(bulletDirection * DEG2RAD)
);
bulletCount++;
@@ -151,10 +151,10 @@ public partial class BulletHell : IExample
bullets[i].position.Y += bullets[i].acceleration.Y;
// Disable bullet if out of screen
- if ((bullets[i].position.X < -bulletRadius*2) ||
- (bullets[i].position.X > screenWidth + bulletRadius*2) ||
- (bullets[i].position.Y < -bulletRadius*2) ||
- (bullets[i].position.Y > screenHeight + bulletRadius*2))
+ if ((bullets[i].position.X < -bulletRadius * 2) ||
+ (bullets[i].position.X > screenWidth + bulletRadius * 2) ||
+ (bullets[i].position.Y < -bulletRadius * 2) ||
+ (bullets[i].position.Y > screenHeight + bulletRadius * 2))
{
bullets[i].disabled = true;
bulletDisabledCount++;
@@ -214,60 +214,60 @@ public partial class BulletHell : IExample
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
- ClearBackground(Color.RayWhite);
+ ClearBackground(Color.RayWhite);
- // Draw magic circle
- magicCircleRotation++;
- DrawRectanglePro(new Rectangle((float)screenWidth/2, (float)screenHeight/2, 120, 120),
- new Vector2(60.0f, 60.0f), magicCircleRotation, Color.Purple);
- DrawRectanglePro(new Rectangle((float)screenWidth/2, (float)screenHeight/2, 120, 120),
- new Vector2(60.0f, 60.0f), magicCircleRotation + 45, Color.Purple);
- DrawCircleLines(screenWidth/2, screenHeight/2, 70, Color.Black);
- DrawCircleLines(screenWidth/2, screenHeight/2, 50, Color.Black);
- DrawCircleLines(screenWidth/2, screenHeight/2, 30, Color.Black);
+ // Draw magic circle
+ magicCircleRotation++;
+ DrawRectanglePro(new Rectangle((float)screenWidth / 2, (float)screenHeight / 2, 120, 120),
+ new Vector2(60.0f, 60.0f), magicCircleRotation, Color.Purple);
+ DrawRectanglePro(new Rectangle((float)screenWidth / 2, (float)screenHeight / 2, 120, 120),
+ new Vector2(60.0f, 60.0f), magicCircleRotation + 45, Color.Purple);
+ DrawCircleLines(screenWidth / 2, screenHeight / 2, 70, Color.Black);
+ DrawCircleLines(screenWidth / 2, screenHeight / 2, 50, Color.Black);
+ DrawCircleLines(screenWidth / 2, screenHeight / 2, 30, Color.Black);
- // Draw bullets
- if (drawInPerformanceMode)
+ // Draw bullets
+ if (drawInPerformanceMode)
+ {
+ // Draw bullets using pre-rendered texture containing circle
+ for (int i = 0; i < bulletCount; i++)
{
- // Draw bullets using pre-rendered texture containing circle
- for (int i = 0; i < bulletCount; i++)
+ // Do not draw disabled bullets (out of screen)
+ if (!bullets[i].disabled)
{
- // Do not draw disabled bullets (out of screen)
- if (!bullets[i].disabled)
- {
- DrawTexture(bulletTexture.Texture,
- (int)(bullets[i].position.X - bulletTexture.Texture.Width*0.5f),
- (int)(bullets[i].position.Y - bulletTexture.Texture.Height*0.5f),
- bullets[i].color);
- }
+ DrawTexture(bulletTexture.Texture,
+ (int)(bullets[i].position.X - bulletTexture.Texture.Width * 0.5f),
+ (int)(bullets[i].position.Y - bulletTexture.Texture.Height * 0.5f),
+ bullets[i].color);
}
}
- else
+ }
+ else
+ {
+ // Draw bullets using DrawCircle(), less performant
+ for (int i = 0; i < bulletCount; i++)
{
- // Draw bullets using DrawCircle(), less performant
- for (int i = 0; i < bulletCount; i++)
+ // Do not draw disabled bullets (out of screen)
+ if (!bullets[i].disabled)
{
- // Do not draw disabled bullets (out of screen)
- if (!bullets[i].disabled)
- {
- DrawCircleV(bullets[i].position, (float)bulletRadius, bullets[i].color);
- DrawCircleLinesV(bullets[i].position, (float)bulletRadius, Color.Black);
- }
+ DrawCircleV(bullets[i].position, (float)bulletRadius, bullets[i].color);
+ DrawCircleLinesV(bullets[i].position, (float)bulletRadius, Color.Black);
}
}
+ }
- // Draw UI
- DrawRectangle(10, 10, 280, 150, new Color(0, 0, 0, 200));
- DrawText("Controls:", 20, 20, 10, Color.LightGray);
- DrawText("- Right/Left or A/D: Change rows number", 40, 40, 10, Color.LightGray);
- DrawText("- Up/Down or W/S: Change bullet speed", 40, 60, 10, Color.LightGray);
- DrawText("- Z or X: Change spawn cooldown", 40, 80, 10, Color.LightGray);
- DrawText("- Space (Hold): Change the angle increment", 40, 100, 10, Color.LightGray);
- DrawText("- Enter: Switch draw method (Performance)", 40, 120, 10, Color.LightGray);
- DrawText("- C: Clear bullets", 40, 140, 10, Color.LightGray);
+ // Draw UI
+ DrawRectangle(10, 10, 280, 150, new Color(0, 0, 0, 200));
+ DrawText("Controls:", 20, 20, 10, Color.LightGray);
+ DrawText("- Right/Left or A/D: Change rows number", 40, 40, 10, Color.LightGray);
+ DrawText("- Up/Down or W/S: Change bullet speed", 40, 60, 10, Color.LightGray);
+ DrawText("- Z or X: Change spawn cooldown", 40, 80, 10, Color.LightGray);
+ DrawText("- Space (Hold): Change the angle increment", 40, 100, 10, Color.LightGray);
+ DrawText("- Enter: Switch draw method (Performance)", 40, 120, 10, Color.LightGray);
+ DrawText("- C: Clear bullets", 40, 140, 10, Color.LightGray);
- DrawRectangle(610, 10, 170, 30, new Color(0, 0, 0, 200));
- if (drawInPerformanceMode)
+ DrawRectangle(610, 10, 170, 30, new Color(0, 0, 0, 200));
+ if (drawInPerformanceMode)
{
DrawText("Draw method: DrawTexture(*)", 620, 20, 10, Color.Green);
}
@@ -277,8 +277,8 @@ public partial class BulletHell : IExample
}
DrawRectangle(135, 410, 530, 30, new Color(0, 0, 0, 200));
- DrawText($"[ FPS: {GetFPS()}, Bullets: {bulletCount - bulletDisabledCount}, Rows: {bulletRows}, Bullet speed: {bulletSpeed:F2}, Angle increment per frame: {angleIncrement}, Cooldown: {spawnCooldown:F0} ]",
- 155, 420, 10, Color.Green);
+ DrawText($"[ FPS: {GetFPS()}, Bullets: {bulletCount - bulletDisabledCount}, Rows: {bulletRows}, Bullet speed: {bulletSpeed:F2}, Angle increment per frame: {angleIncrement}, Cooldown: {spawnCooldown:F0} ]",
+ 155, 420, 10, Color.Green);
EndDrawing();
//----------------------------------------------------------------------------------
diff --git a/Examples/Shapes/DashedLine.cs b/Examples/Shapes/DashedLine.cs
index 30eb773..fc3e804 100644
--- a/Examples/Shapes/DashedLine.cs
+++ b/Examples/Shapes/DashedLine.cs
@@ -80,7 +80,7 @@ public partial class DashedLine : IExample
// Cycle through colors ('C' key)
if (IsKeyPressed(KeyboardKey.C))
{
- colorIndex = (colorIndex + 1)%lineColors.Length;
+ colorIndex = (colorIndex + 1) % lineColors.Length;
}
//----------------------------------------------------------------------------------
@@ -88,23 +88,23 @@ public partial class DashedLine : IExample
//----------------------------------------------------------------------------------
BeginDrawing();
- ClearBackground(Color.RayWhite);
+ ClearBackground(Color.RayWhite);
- // Draw the dashed line with the current properties
- DrawLineDashed(lineStartPosition, lineEndPosition, (int)dashLength, (int)blankLength, lineColors[colorIndex]);
+ // Draw the dashed line with the current properties
+ DrawLineDashed(lineStartPosition, lineEndPosition, (int)dashLength, (int)blankLength, lineColors[colorIndex]);
- // Draw UI and Instructions
- DrawRectangle(5, 5, 265, 95, Fade(Color.SkyBlue, 0.5f));
- DrawRectangleLines(5, 5, 265, 95, Color.Blue);
+ // Draw UI and Instructions
+ DrawRectangle(5, 5, 265, 95, Fade(Color.SkyBlue, 0.5f));
+ DrawRectangleLines(5, 5, 265, 95, Color.Blue);
- DrawText("CONTROLS:", 15, 15, 10, Color.Black);
- DrawText("UP/DOWN: Change Dash Length", 15, 35, 10, Color.Black);
- DrawText("LEFT/RIGHT: Change Space Length", 15, 55, 10, Color.Black);
- DrawText("C: Cycle Color", 15, 75, 10, Color.Black);
+ DrawText("CONTROLS:", 15, 15, 10, Color.Black);
+ DrawText("UP/DOWN: Change Dash Length", 15, 35, 10, Color.Black);
+ DrawText("LEFT/RIGHT: Change Space Length", 15, 55, 10, Color.Black);
+ DrawText("C: Cycle Color", 15, 75, 10, Color.Black);
- DrawText($"Dash: {dashLength:F0} | Space: {blankLength:F0}", 15, 115, 10, Color.DarkGray);
+ DrawText($"Dash: {dashLength:F0} | Space: {blankLength:F0}", 15, 115, 10, Color.DarkGray);
- DrawFPS(screenWidth - 80, 10);
+ DrawFPS(screenWidth - 80, 10);
EndDrawing();
//----------------------------------------------------------------------------------
diff --git a/Examples/Shapes/DigitalClock.cs b/Examples/Shapes/DigitalClock.cs
index b213f03..28e0a74 100644
--- a/Examples/Shapes/DigitalClock.cs
+++ b/Examples/Shapes/DigitalClock.cs
@@ -213,17 +213,38 @@ public partial class DigitalClock : IExample
{
switch (value)
{
- case 0: Draw7SDisplay(position, 0b00111111, colorOn, colorOff); break;
- case 1: Draw7SDisplay(position, 0b00000110, colorOn, colorOff); break;
- case 2: Draw7SDisplay(position, 0b01011011, colorOn, colorOff); break;
- case 3: Draw7SDisplay(position, 0b01001111, colorOn, colorOff); break;
- case 4: Draw7SDisplay(position, 0b01100110, colorOn, colorOff); break;
- case 5: Draw7SDisplay(position, 0b01101101, colorOn, colorOff); break;
- case 6: Draw7SDisplay(position, 0b01111101, colorOn, colorOff); break;
- case 7: Draw7SDisplay(position, 0b00000111, colorOn, colorOff); break;
- case 8: Draw7SDisplay(position, 0b01111111, colorOn, colorOff); break;
- case 9: Draw7SDisplay(position, 0b01101111, colorOn, colorOff); break;
- default: break;
+ case 0:
+ Draw7SDisplay(position, 0b00111111, colorOn, colorOff);
+ break;
+ case 1:
+ Draw7SDisplay(position, 0b00000110, colorOn, colorOff);
+ break;
+ case 2:
+ Draw7SDisplay(position, 0b01011011, colorOn, colorOff);
+ break;
+ case 3:
+ Draw7SDisplay(position, 0b01001111, colorOn, colorOff);
+ break;
+ case 4:
+ Draw7SDisplay(position, 0b01100110, colorOn, colorOff);
+ break;
+ case 5:
+ Draw7SDisplay(position, 0b01101101, colorOn, colorOff);
+ break;
+ case 6:
+ Draw7SDisplay(position, 0b01111101, colorOn, colorOff);
+ break;
+ case 7:
+ Draw7SDisplay(position, 0b00000111, colorOn, colorOff);
+ break;
+ case 8:
+ Draw7SDisplay(position, 0b01111111, colorOn, colorOff);
+ break;
+ case 9:
+ Draw7SDisplay(position, 0b01101111, colorOn, colorOff);
+ break;
+ default:
+ break;
}
}
diff --git a/Examples/Shapes/DoublePendulum.cs b/Examples/Shapes/DoublePendulum.cs
index 7013781..200dae5 100644
--- a/Examples/Shapes/DoublePendulum.cs
+++ b/Examples/Shapes/DoublePendulum.cs
@@ -68,8 +68,14 @@ public partial class DoublePendulum : IExample
public void Init()
{
// Simulation Parameters
- l1 = 15.0f; m1 = 0.2f; theta1 = DEG2RAD * 170; w1 = 0;
- l2 = 15.0f; m2 = 0.1f; theta2 = DEG2RAD * 0; w2 = 0;
+ l1 = 15.0f;
+ m1 = 0.2f;
+ theta1 = DEG2RAD * 170;
+ w1 = 0;
+ l2 = 15.0f;
+ m2 = 0.1f;
+ theta2 = DEG2RAD * 0;
+ w2 = 0;
lengthScaler = 0.1f;
totalM = m1 + m2;
@@ -82,7 +88,8 @@ public partial class DoublePendulum : IExample
L2 = l2 * lengthScaler;
// Draw parameters
- lineThick = 20; trailThick = 2;
+ lineThick = 20;
+ trailThick = 2;
fateAlpha = 0.01f;
// Create framebuffer
diff --git a/Examples/Shapes/HilbertCurve.cs b/Examples/Shapes/HilbertCurve.cs
index 3e1f31c..9fc8cee 100644
--- a/Examples/Shapes/HilbertCurve.cs
+++ b/Examples/Shapes/HilbertCurve.cs
@@ -162,24 +162,30 @@ public partial class HilbertCurve : IExample
switch (hilbertIndex)
{
case 0:
- {
- temp = vect.X;
- vect.X = vect.Y;
- vect.Y = temp;
- } break;
+ {
+ temp = vect.X;
+ vect.X = vect.Y;
+ vect.Y = temp;
+ }
+ break;
case 2:
- {
- vect.X += len;
+ {
+ vect.X += len;
+ vect.Y += len;
+ }
+ break;
+ case 1:
vect.Y += len;
- } break;
- case 1: vect.Y += len; break;
+ break;
case 3:
- {
- temp = len - 1 - vect.X;
- vect.X = 2 * len - 1 - vect.Y;
- vect.Y = temp;
- } break;
- default: break;
+ {
+ temp = len - 1 - vect.X;
+ vect.X = 2 * len - 1 - vect.Y;
+ vect.Y = temp;
+ }
+ break;
+ default:
+ break;
}
}
diff --git a/Examples/Shapes/LinesDrawing.cs b/Examples/Shapes/LinesDrawing.cs
index c700bcb..df146da 100644
--- a/Examples/Shapes/LinesDrawing.cs
+++ b/Examples/Shapes/LinesDrawing.cs
@@ -60,7 +60,7 @@ public partial class LinesDrawing : IExample
// Clear the canvas to the background color
BeginTextureMode(canvas);
- ClearBackground(Color.RayWhite);
+ ClearBackground(Color.RayWhite);
EndTextureMode();
}
@@ -78,7 +78,7 @@ public partial class LinesDrawing : IExample
if (IsMouseButtonPressed(MouseButton.Middle))
{
BeginTextureMode(canvas);
- ClearBackground(Color.RayWhite);
+ ClearBackground(Color.RayWhite);
EndTextureMode();
}
@@ -94,7 +94,7 @@ public partial class LinesDrawing : IExample
if (leftButtonDown)
{
// Increase the hue value by the distance our cursor has moved since the last frame (divided by 3)
- lineHue += Vector2Distance(mousePositionPrevious, GetMousePosition())/3.0f;
+ lineHue += Vector2Distance(mousePositionPrevious, GetMousePosition()) / 3.0f;
// While the hue is >=360, subtract it to bring it down into the range 0-360
// This is more visually accurate than resetting to zero
@@ -113,10 +113,10 @@ public partial class LinesDrawing : IExample
// Draw the line onto the canvas
BeginTextureMode(canvas);
- // Circles act as "caps", smoothing corners
- DrawCircleV(mousePositionPrevious, lineThickness/2.0f, drawColor);
- DrawCircleV(GetMousePosition(), lineThickness/2.0f, drawColor);
- DrawLineEx(mousePositionPrevious, GetMousePosition(), lineThickness, drawColor);
+ // Circles act as "caps", smoothing corners
+ DrawCircleV(mousePositionPrevious, lineThickness / 2.0f, drawColor);
+ DrawCircleV(GetMousePosition(), lineThickness / 2.0f, drawColor);
+ DrawLineEx(mousePositionPrevious, GetMousePosition(), lineThickness, drawColor);
EndTextureMode();
}
@@ -132,13 +132,13 @@ public partial class LinesDrawing : IExample
//----------------------------------------------------------------------------------
BeginDrawing();
- // Draw the render texture to the screen, flipped vertically to make it appear top-side up
- DrawTextureRec(canvas.Texture, new Rectangle(0.0f, 0.0f, (float)canvas.Texture.Width, (float)-canvas.Texture.Height), Vector2Zero(), Color.White);
+ // Draw the render texture to the screen, flipped vertically to make it appear top-side up
+ DrawTextureRec(canvas.Texture, new Rectangle(0.0f, 0.0f, (float)canvas.Texture.Width, (float)-canvas.Texture.Height), Vector2Zero(), Color.White);
- // Draw the preview circle
- if (!leftButtonDown)
+ // Draw the preview circle
+ if (!leftButtonDown)
{
- DrawCircleLinesV(GetMousePosition(), lineThickness/2.0f, new Color(127, 127, 127, 127));
+ DrawCircleLinesV(GetMousePosition(), lineThickness / 2.0f, new Color(127, 127, 127, 127));
}
// Draw the hint text
diff --git a/Examples/Shapes/MathAngleRotation.cs b/Examples/Shapes/MathAngleRotation.cs
index 20c091f..81b2697 100644
--- a/Examples/Shapes/MathAngleRotation.cs
+++ b/Examples/Shapes/MathAngleRotation.cs
@@ -41,7 +41,7 @@ public partial class MathAngleRotation : IExample
public void Init()
{
- center = new Vector2(screenWidth/2.0f, screenHeight/2.0f);
+ center = new Vector2(screenWidth / 2.0f, screenHeight / 2.0f);
// Predefined angles for fixed lines
angles = new[] { 0, 30, 60, 90 };
@@ -64,44 +64,54 @@ public partial class MathAngleRotation : IExample
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
- ClearBackground(Color.White);
+ ClearBackground(Color.White);
- DrawText("Fixed angles + rotating line", 10, 10, 20, Color.LightGray);
+ DrawText("Fixed angles + rotating line", 10, 10, 20, Color.LightGray);
- // Draw fixed-angle lines with colorful gradient
- for (int i = 0; i < numAngles; i++)
+ // Draw fixed-angle lines with colorful gradient
+ for (int i = 0; i < numAngles; i++)
+ {
+ float rad = angles[i] * DEG2RAD;
+ Vector2 end = new Vector2(center.X + MathF.Cos(rad) * lineLength,
+ center.Y + MathF.Sin(rad) * lineLength);
+
+ // Gradient color from green → cyan → blue → magenta
+ Color col;
+ switch (i)
{
- float rad = angles[i]*DEG2RAD;
- Vector2 end = new Vector2(center.X + MathF.Cos(rad)*lineLength,
- center.Y + MathF.Sin(rad)*lineLength);
-
- // Gradient color from green → cyan → blue → magenta
- Color col;
- switch(i)
- {
- case 0: col = Color.Green; break;
- case 1: col = Color.Orange; break;
- case 2: col = Color.Blue; break;
- case 3: col = Color.Magenta; break;
- default: col = Color.White; break;
- }
-
- DrawLineEx(center, end, 5.0f, col);
-
- // Draw angle label slightly offset along the line
- Vector2 textPos = new Vector2(center.X + MathF.Cos(rad)*(lineLength + 20),
- center.Y + MathF.Sin(rad)*(lineLength + 20));
- DrawText($"{angles[i]}°", (int)textPos.X, (int)textPos.Y, 20, col);
+ case 0:
+ col = Color.Green;
+ break;
+ case 1:
+ col = Color.Orange;
+ break;
+ case 2:
+ col = Color.Blue;
+ break;
+ case 3:
+ col = Color.Magenta;
+ break;
+ default:
+ col = Color.White;
+ break;
}
- // Draw animated rotating line with changing color
- float animRad = totalAngle*DEG2RAD;
- Vector2 animEnd = new Vector2(center.X + MathF.Cos(animRad)*lineLength,
- center.Y + MathF.Sin(animRad)*lineLength);
+ DrawLineEx(center, end, 5.0f, col);
- // Cycle through HSV colors for animated line
- Color animCol = ColorFromHSV(totalAngle % 360.0f, 0.8f, 0.9f);
- DrawLineEx(center, animEnd, 5.0f, animCol);
+ // Draw angle label slightly offset along the line
+ Vector2 textPos = new Vector2(center.X + MathF.Cos(rad) * (lineLength + 20),
+ center.Y + MathF.Sin(rad) * (lineLength + 20));
+ DrawText($"{angles[i]}°", (int)textPos.X, (int)textPos.Y, 20, col);
+ }
+
+ // Draw animated rotating line with changing color
+ float animRad = totalAngle * DEG2RAD;
+ Vector2 animEnd = new Vector2(center.X + MathF.Cos(animRad) * lineLength,
+ center.Y + MathF.Sin(animRad) * lineLength);
+
+ // Cycle through HSV colors for animated line
+ Color animCol = ColorFromHSV(totalAngle % 360.0f, 0.8f, 0.9f);
+ DrawLineEx(center, animEnd, 5.0f, animCol);
EndDrawing();
//----------------------------------------------------------------------------------
diff --git a/Examples/Shapes/MouseTrail.cs b/Examples/Shapes/MouseTrail.cs
index 7878640..c0d881f 100644
--- a/Examples/Shapes/MouseTrail.cs
+++ b/Examples/Shapes/MouseTrail.cs
@@ -59,32 +59,32 @@ public partial class MouseTrail : IExample
//----------------------------------------------------------------------------------
BeginDrawing();
- ClearBackground(Color.Black);
+ ClearBackground(Color.Black);
- // Draw the trail by looping through the history array
- for (int i = 0; i < MAX_TRAIL_LENGTH; i++)
+ // Draw the trail by looping through the history array
+ for (int i = 0; i < MAX_TRAIL_LENGTH; i++)
+ {
+ // Ensure we skip drawing if the array hasn't been fully filled on startup
+ if ((trailPositions[i].X != 0.0f) || (trailPositions[i].Y != 0.0f))
{
- // Ensure we skip drawing if the array hasn't been fully filled on startup
- if ((trailPositions[i].X != 0.0f) || (trailPositions[i].Y != 0.0f))
- {
- // Calculate relative trail strength (ratio is near 1.0 for new, near 0.0 for old)
- float ratio = (float)(MAX_TRAIL_LENGTH - i)/MAX_TRAIL_LENGTH;
+ // Calculate relative trail strength (ratio is near 1.0 for new, near 0.0 for old)
+ float ratio = (float)(MAX_TRAIL_LENGTH - i) / MAX_TRAIL_LENGTH;
- // Fade effect: oldest positions are more transparent
- // Fade (color, alpha) - alpha is 0.5 to 1.0 based on ratio
- Color trailColor = Fade(Color.SkyBlue, ratio*0.5f + 0.5f);
+ // Fade effect: oldest positions are more transparent
+ // Fade (color, alpha) - alpha is 0.5 to 1.0 based on ratio
+ Color trailColor = Fade(Color.SkyBlue, ratio * 0.5f + 0.5f);
- // Size effect: oldest positions are smaller
- float trailRadius = 15.0f*ratio;
+ // Size effect: oldest positions are smaller
+ float trailRadius = 15.0f * ratio;
- DrawCircleV(trailPositions[i], trailRadius, trailColor);
- }
+ DrawCircleV(trailPositions[i], trailRadius, trailColor);
}
+ }
- // Draw a distinct white circle for the current mouse position (Index 0)
- DrawCircleV(mousePosition, 15.0f, Color.White);
+ // Draw a distinct white circle for the current mouse position (Index 0)
+ DrawCircleV(mousePosition, 15.0f, Color.White);
- DrawText("Move the mouse to see the trail effect!", 10, screenHeight - 30, 20, Color.LightGray);
+ DrawText("Move the mouse to see the trail effect!", 10, screenHeight - 30, 20, Color.LightGray);
EndDrawing();
//----------------------------------------------------------------------------------
diff --git a/Examples/Shapes/PenroseTile.cs b/Examples/Shapes/PenroseTile.cs
index ab02a50..7f56a5b 100644
--- a/Examples/Shapes/PenroseTile.cs
+++ b/Examples/Shapes/PenroseTile.cs
@@ -194,17 +194,26 @@ public partial class PenroseTile : IExample
char step = production[i];
switch (step)
{
- case 'W': newProduction.Append(ls.ruleW); break;
- case 'X': newProduction.Append(ls.ruleX); break;
- case 'Y': newProduction.Append(ls.ruleY); break;
- case 'Z': newProduction.Append(ls.ruleZ); break;
+ case 'W':
+ newProduction.Append(ls.ruleW);
+ break;
+ case 'X':
+ newProduction.Append(ls.ruleX);
+ break;
+ case 'Y':
+ newProduction.Append(ls.ruleY);
+ break;
+ case 'Z':
+ newProduction.Append(ls.ruleZ);
+ break;
default:
- {
- if (step != 'F')
+ {
+ if (step != 'F')
{
newProduction.Append(step);
}
- } break;
+ }
+ break;
}
}
diff --git a/Examples/Shapes/RectangleAdvanced.cs b/Examples/Shapes/RectangleAdvanced.cs
index 1b2c94b..1a0bed5 100644
--- a/Examples/Shapes/RectangleAdvanced.cs
+++ b/Examples/Shapes/RectangleAdvanced.cs
@@ -162,10 +162,26 @@ public partial class RectangleAdvanced : IExample
{
Color color = new Color(0, 0, 0, 0);
float radius = 0.0f;
- if (k == 0) { color = left; radius = radiusLeft; } // [1] Upper Left Corner
- if (k == 1) { color = right; radius = radiusRight; } // [3] Upper Right Corner
- if (k == 2) { color = right; radius = radiusRight; } // [5] Lower Right Corner
- if (k == 3) { color = left; radius = radiusLeft; } // [7] Lower Left Corner
+ if (k == 0)
+ {
+ color = left;
+ radius = radiusLeft;
+ } // [1] Upper Left Corner
+ if (k == 1)
+ {
+ color = right;
+ radius = radiusRight;
+ } // [3] Upper Right Corner
+ if (k == 2)
+ {
+ color = right;
+ radius = radiusRight;
+ } // [5] Lower Right Corner
+ if (k == 3)
+ {
+ color = left;
+ radius = radiusLeft;
+ } // [7] Lower Left Corner
float angle = angles[k];
Vector2 center = centers[k];
diff --git a/Examples/Shapes/SimpleParticles.cs b/Examples/Shapes/SimpleParticles.cs
index 2ae1b4e..3927a73 100644
--- a/Examples/Shapes/SimpleParticles.cs
+++ b/Examples/Shapes/SimpleParticles.cs
@@ -190,22 +190,26 @@ public partial class SimpleParticles : IExample
switch (type)
{
case ParticleType.Water:
- {
- newParticle.radius = 5.0f;
- newParticle.color = Color.Blue;
- } break;
+ {
+ newParticle.radius = 5.0f;
+ newParticle.color = Color.Blue;
+ }
+ break;
case ParticleType.Smoke:
- {
- newParticle.radius = 7.0f;
- newParticle.color = Color.Gray;
- } break;
+ {
+ newParticle.radius = 7.0f;
+ newParticle.color = Color.Gray;
+ }
+ break;
case ParticleType.Fire:
- {
- newParticle.radius = 10.0f;
- newParticle.color = Color.Yellow;
- speed /= 10.0f;
- } break;
- default: break;
+ {
+ newParticle.radius = 10.0f;
+ newParticle.color = Color.Yellow;
+ speed /= 10.0f;
+ }
+ break;
+ default:
+ break;
}
float direction = (float)(random.Next(360));
@@ -238,41 +242,45 @@ public partial class SimpleParticles : IExample
switch (buffer[i].type)
{
case ParticleType.Water:
- {
- buffer[i].position.X += buffer[i].velocity.X;
- buffer[i].velocity.Y += 0.2f; // Gravity
- buffer[i].position.Y += buffer[i].velocity.Y;
- } break;
+ {
+ buffer[i].position.X += buffer[i].velocity.X;
+ buffer[i].velocity.Y += 0.2f; // Gravity
+ buffer[i].position.Y += buffer[i].velocity.Y;
+ }
+ break;
case ParticleType.Smoke:
- {
- buffer[i].position.X += buffer[i].velocity.X;
- buffer[i].velocity.Y -= 0.05f; // Upwards
- buffer[i].position.Y += buffer[i].velocity.Y;
- buffer[i].radius += 0.5f; // Increment radius: smoke expands
- buffer[i].color.A -= 4; // Decrement alpha: smoke fades
+ {
+ buffer[i].position.X += buffer[i].velocity.X;
+ buffer[i].velocity.Y -= 0.05f; // Upwards
+ buffer[i].position.Y += buffer[i].velocity.Y;
+ buffer[i].radius += 0.5f; // Increment radius: smoke expands
+ buffer[i].color.A -= 4; // Decrement alpha: smoke fades
- // If alpha transparent, particle dies
- if (buffer[i].color.A < 4)
+ // If alpha transparent, particle dies
+ if (buffer[i].color.A < 4)
{
buffer[i].alive = false;
}
- } break;
+ }
+ break;
case ParticleType.Fire:
- {
- // Add a little horizontal oscillation to fire particles
- buffer[i].position.X += buffer[i].velocity.X + MathF.Cos(buffer[i].lifeTime * 215.0f);
- buffer[i].velocity.Y -= 0.05f; // Upwards
- buffer[i].position.Y += buffer[i].velocity.Y;
- buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
- buffer[i].color.G -= 3; // Decrement green: fire turns reddish starting from yellow
+ {
+ // Add a little horizontal oscillation to fire particles
+ buffer[i].position.X += buffer[i].velocity.X + MathF.Cos(buffer[i].lifeTime * 215.0f);
+ buffer[i].velocity.Y -= 0.05f; // Upwards
+ buffer[i].position.Y += buffer[i].velocity.Y;
+ buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
+ buffer[i].color.G -= 3; // Decrement green: fire turns reddish starting from yellow
- // If radius too small, particle dies
- if (buffer[i].radius <= 0.02f)
+ // If radius too small, particle dies
+ if (buffer[i].radius <= 0.02f)
{
buffer[i].alive = false;
}
- } break;
- default: break;
+ }
+ break;
+ default:
+ break;
}
// Disable particle when out of screen
diff --git a/Examples/Text/Text3D.cs b/Examples/Text/Text3D.cs
index f734a9a..3d4e2e0 100644
--- a/Examples/Text/Text3D.cs
+++ b/Examples/Text/Text3D.cs
@@ -135,7 +135,8 @@ public partial class Text3D : IExample
layerDistance = 0.01f;
wcfg = new WaveTextConfig();
- wcfg.WaveSpeed.X = wcfg.WaveSpeed.Y = 3.0f; wcfg.WaveSpeed.Z = 0.5f;
+ wcfg.WaveSpeed.X = wcfg.WaveSpeed.Y = 3.0f;
+ wcfg.WaveSpeed.Z = 0.5f;
wcfg.WaveOffset.X = wcfg.WaveOffset.Y = wcfg.WaveOffset.Z = 0.35f;
wcfg.WaveRange.X = wcfg.WaveRange.Y = wcfg.WaveRange.Z = 0.45f;
@@ -230,12 +231,16 @@ public partial class Text3D : IExample
}
// Handle text layers changes
- if (IsKeyPressed(KeyboardKey.Home)) { if (layers > 1)
+ if (IsKeyPressed(KeyboardKey.Home))
+ {
+ if (layers > 1)
{
--layers;
}
}
- else if (IsKeyPressed(KeyboardKey.End)) { if (layers < TextMaxLayers)
+ else if (IsKeyPressed(KeyboardKey.End))
+ {
+ if (layers < TextMaxLayers)
{
++layers;
}
@@ -559,19 +564,27 @@ public partial class Text3D : IExample
// Front Face
Rlgl.Normal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
- Rlgl.TexCoord2f(tx, ty); Rlgl.Vertex3f(x, y, z); // Top Left Of The Texture and Quad
- Rlgl.TexCoord2f(tx, th); Rlgl.Vertex3f(x, y, z + height); // Bottom Left Of The Texture and Quad
- Rlgl.TexCoord2f(tw, th); Rlgl.Vertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad
- Rlgl.TexCoord2f(tw, ty); Rlgl.Vertex3f(x + width, y, z); // Top Right Of The Texture and Quad
+ Rlgl.TexCoord2f(tx, ty);
+ Rlgl.Vertex3f(x, y, z); // Top Left Of The Texture and Quad
+ Rlgl.TexCoord2f(tx, th);
+ Rlgl.Vertex3f(x, y, z + height); // Bottom Left Of The Texture and Quad
+ Rlgl.TexCoord2f(tw, th);
+ Rlgl.Vertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad
+ Rlgl.TexCoord2f(tw, ty);
+ Rlgl.Vertex3f(x + width, y, z); // Top Right Of The Texture and Quad
if (backface)
{
// Back Face
Rlgl.Normal3f(0.0f, -1.0f, 0.0f); // Normal Pointing Down
- Rlgl.TexCoord2f(tx, ty); Rlgl.Vertex3f(x, y, z); // Top Right Of The Texture and Quad
- Rlgl.TexCoord2f(tw, ty); Rlgl.Vertex3f(x + width, y, z); // Top Left Of The Texture and Quad
- Rlgl.TexCoord2f(tw, th); Rlgl.Vertex3f(x + width, y, z + height); // Bottom Left Of The Texture and Quad
- Rlgl.TexCoord2f(tx, th); Rlgl.Vertex3f(x, y, z + height); // Bottom Right Of The Texture and Quad
+ Rlgl.TexCoord2f(tx, ty);
+ Rlgl.Vertex3f(x, y, z); // Top Right Of The Texture and Quad
+ Rlgl.TexCoord2f(tw, ty);
+ Rlgl.Vertex3f(x + width, y, z); // Top Left Of The Texture and Quad
+ Rlgl.TexCoord2f(tw, th);
+ Rlgl.Vertex3f(x + width, y, z + height); // Bottom Left Of The Texture and Quad
+ Rlgl.TexCoord2f(tx, th);
+ Rlgl.Vertex3f(x, y, z + height); // Bottom Right Of The Texture and Quad
}
Rlgl.End();
Rlgl.PopMatrix();