chore: clean up linter warnings
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23b3659b1b
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217 changed files with 1863 additions and 1077 deletions
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@ -15,10 +15,6 @@
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*
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********************************************************************************************/
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using System;
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Shapes;
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public partial class SimpleParticles : IExample
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@ -90,11 +86,17 @@ public partial class SimpleParticles : IExample
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// Emit new particles: when emissionRate is 1, emit every frame
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if (emissionRate < 0)
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{
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if (random.Next(-emissionRate) == 0) EmitParticle(emitterPosition, currentType);
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if (random.Next(-emissionRate) == 0)
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{
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EmitParticle(emitterPosition, currentType);
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}
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}
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else
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{
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for (int i = 0; i <= emissionRate; i++) EmitParticle(emitterPosition, currentType);
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for (int i = 0; i <= emissionRate; i++)
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{
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EmitParticle(emitterPosition, currentType);
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}
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}
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// Update the parameters of each particle
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@ -104,14 +106,31 @@ public partial class SimpleParticles : IExample
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UpdateCircularBuffer();
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// Change Particle Emission Rate (UP/DOWN arrows)
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if (IsKeyPressed(KeyboardKey.Up)) emissionRate++;
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if (IsKeyPressed(KeyboardKey.Down)) emissionRate--;
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if (IsKeyPressed(KeyboardKey.Up))
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{
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emissionRate++;
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}
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if (IsKeyPressed(KeyboardKey.Down))
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{
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emissionRate--;
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}
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// Change Particle Type (LEFT/RIGHT arrows)
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if (IsKeyPressed(KeyboardKey.Right)) currentType = (currentType == ParticleType.Fire) ? ParticleType.Water : (ParticleType)((int)currentType + 1);
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if (IsKeyPressed(KeyboardKey.Left)) currentType = (currentType == ParticleType.Water) ? ParticleType.Fire : (ParticleType)((int)currentType - 1);
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if (IsKeyPressed(KeyboardKey.Right))
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{
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currentType = (currentType == ParticleType.Fire) ? ParticleType.Water : (ParticleType)((int)currentType + 1);
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}
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if (IsMouseButtonDown(MouseButton.Left)) emitterPosition = GetMousePosition();
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if (IsKeyPressed(KeyboardKey.Left))
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{
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currentType = (currentType == ParticleType.Water) ? ParticleType.Fire : (ParticleType)((int)currentType - 1);
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}
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if (IsMouseButtonDown(MouseButton.Left))
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{
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emitterPosition = GetMousePosition();
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}
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//----------------------------------------------------------------------------------
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// Draw
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@ -131,8 +150,14 @@ public partial class SimpleParticles : IExample
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DrawText("UP/DOWN: Change Particle Emission Rate", 15, 35, 10, Color.Black);
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DrawText("LEFT/RIGHT: Change Particle Type (Water, Smoke, Fire)", 15, 55, 10, Color.Black);
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if (emissionRate < 0) DrawText($"Particles every {-emissionRate} frames | Type: {particleTypeNames[(int)currentType]}", 15, 95, 10, Color.DarkGray);
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else DrawText($"{emissionRate + 1} Particles per frame | Type: {particleTypeNames[(int)currentType]}", 15, 95, 10, Color.DarkGray);
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if (emissionRate < 0)
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{
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DrawText($"Particles every {-emissionRate} frames | Type: {particleTypeNames[(int)currentType]}", 15, 95, 10, Color.DarkGray);
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}
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else
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{
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DrawText($"{emissionRate + 1} Particles per frame | Type: {particleTypeNames[(int)currentType]}", 15, 95, 10, Color.DarkGray);
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}
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DrawFPS(screenWidth - 80, 10);
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@ -227,8 +252,11 @@ public partial class SimpleParticles : IExample
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buffer[i].color.A -= 4; // Decrement alpha: smoke fades
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// If alpha transparent, particle dies
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if (buffer[i].color.A < 4) buffer[i].alive = false;
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} break;
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if (buffer[i].color.A < 4)
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{
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buffer[i].alive = false;
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}
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} break;
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case ParticleType.Fire:
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{
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// Add a little horizontal oscillation to fire particles
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@ -239,8 +267,11 @@ public partial class SimpleParticles : IExample
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buffer[i].color.G -= 3; // Decrement green: fire turns reddish starting from yellow
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// If radius too small, particle dies
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if (buffer[i].radius <= 0.02f) buffer[i].alive = false;
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} break;
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if (buffer[i].radius <= 0.02f)
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{
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buffer[i].alive = false;
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}
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} break;
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default: break;
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}
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