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chore: run dotnet format scoped default (was previously scoped to just 'style')

This commit is contained in:
tiger tiger tiger 2026-07-30 15:07:59 +02:00
commit c06874f14a
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23 changed files with 749 additions and 485 deletions

View file

@ -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();
//----------------------------------------------------------------------------------

View file

@ -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();
//----------------------------------------------------------------------------------

View file

@ -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();
//----------------------------------------------------------------------------------

View file

@ -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;
}
}

View file

@ -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

View file

@ -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;
}
}

View file

@ -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

View file

@ -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();
//----------------------------------------------------------------------------------

View file

@ -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();
//----------------------------------------------------------------------------------

View file

@ -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;
}
}

View file

@ -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];

View file

@ -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