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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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@ -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