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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

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