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

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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

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