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feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style

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tiger tiger tiger 2026-07-17 08:22:54 +02:00
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/*******************************************************************************************
*
* raylib [core] example - random sequence
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 5.0, last time updated with raylib 5.0
*
* Example contributed by Dalton Overmyer (@REDl3east) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2023-2025 Dalton Overmyer (@REDl3east)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Raymath;
namespace Examples.Core;
public partial class RandomSequence : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Core / Random Sequence";
public string Title => "raylib [core] example - random sequence";
private struct ColorRect
{
public Color Color;
public Rectangle Rect;
}
private int rectCount;
private float rectSize;
private ColorRect[] rectangles;
public void Init()
{
rectCount = 20;
rectSize = (float)screenWidth / rectCount;
rectangles = GenerateRandomColorRectSequence(rectCount, rectSize, screenWidth, 0.75f * screenHeight);
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Space))
{
ShuffleColorRectSequence(rectangles, rectCount);
}
if (IsKeyPressed(KeyboardKey.Up))
{
rectCount++;
rectSize = (float)screenWidth / rectCount;
// Re-generate random sequence with new count
rectangles = GenerateRandomColorRectSequence(rectCount, rectSize, screenWidth, 0.75f * screenHeight);
}
if (IsKeyPressed(KeyboardKey.Down))
{
if (rectCount >= 4)
{
rectCount--;
rectSize = (float)screenWidth / rectCount;
// Re-generate random sequence with new count
rectangles = GenerateRandomColorRectSequence(rectCount, rectSize, screenWidth, 0.75f * screenHeight);
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
for (int i = 0; i < rectCount; i++)
{
DrawRectangleRec(rectangles[i].Rect, rectangles[i].Color);
DrawText("Press SPACE to shuffle the current sequence", 10, screenHeight - 96, 20, Color.Black);
DrawText("Press UP to add a rectangle and generate a new sequence", 10, screenHeight - 64, 20, Color.Black);
DrawText("Press DOWN to remove a rectangle and generate a new sequence", 10, screenHeight - 32, 20, Color.Black);
}
DrawText($"Count: {rectCount} rectangles", 10, 10, 20, Color.Maroon);
DrawFPS(screenWidth - 80, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
private static Color GenerateRandomColor()
{
return new Color(
GetRandomValue(0, 255),
GetRandomValue(0, 255),
GetRandomValue(0, 255),
255
);
}
private static ColorRect[] GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight)
{
ColorRect[] rectangles = new ColorRect[(int)rectCount];
int[] seq = GetRandomSequence((uint)rectCount, 0, (int)rectCount - 1);
float rectSeqWidth = rectCount * rectWidth;
float startX = (screenWidth - rectSeqWidth) * 0.5f;
for (int i = 0; i < rectCount; i++)
{
int rectHeight = (int)Remap(seq[i], 0, rectCount - 1, 0, screenHeight);
rectangles[i].Color = GenerateRandomColor();
rectangles[i].Rect = new Rectangle(startX + i * rectWidth, screenHeight - rectHeight, rectWidth, rectHeight);
}
return rectangles;
}
private static void ShuffleColorRectSequence(ColorRect[] rectangles, int rectCount)
{
int[] seq = GetRandomSequence((uint)rectCount, 0, rectCount - 1);
for (int i1 = 0; i1 < rectCount; i1++)
{
int i2 = seq[i1];
// Swap only the color and height
ColorRect tmp = rectangles[i1];
rectangles[i1].Color = rectangles[i2].Color;
rectangles[i1].Rect.Height = rectangles[i2].Rect.Height;
rectangles[i1].Rect.Y = rectangles[i2].Rect.Y;
rectangles[i2].Color = tmp.Color;
rectangles[i2].Rect.Height = tmp.Rect.Height;
rectangles[i2].Rect.Y = tmp.Rect.Y;
}
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [core] example - random sequence");
SetTargetFPS(60);
var game = new RandomSequence();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}