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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
commit f804ab7773
234 changed files with 38997 additions and 10578 deletions

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@ -1,11 +1,15 @@
/*******************************************************************************************
*
* raylib [core] example - World to screen
* raylib [core] example - world screen
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 2/4
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example originally created with raylib 1.3, last time updated with raylib 1.4
*
* 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) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -14,84 +18,113 @@ using static Raylib_cs.Raylib;
namespace Examples.Core;
public class WorldScreen
public partial class WorldScreen : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Core / World to Screen";
public string Title => "raylib [core] example - world screen";
public bool CursorDisabled => true;
private Camera3D camera;
private Vector3 cubePosition;
private Vector2 cubeScreenPosition = new(0.0f, 0.0f);
public void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(10.0f, 10.0f, 10.0f); // Camera position
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
camera.FovY = 45.0f; // Camera field-of-view Y
camera.Projection = CameraProjection.Perspective; // Camera projection type
cubePosition = new(0.0f, 0.0f, 0.0f);
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.ThirdPerson);
// Calculate cube screen space position (with a little offset to be in top)
cubeScreenPosition = GetWorldToScreen(
new Vector3(cubePosition.X, cubePosition.Y + 2.5f, cubePosition.Z),
camera
);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, Color.Red);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, Color.Maroon);
DrawGrid(10, 1.0f);
EndMode3D();
DrawText(
"Enemy: 100/100",
(int)cubeScreenPosition.X - MeasureText("Enemy: 100/100", 20) / 2,
(int)cubeScreenPosition.Y,
20,
Color.Black
);
DrawText(
$"Cube position in screen space coordinates: [{(int)cubeScreenPosition.X}, {(int)cubeScreenPosition.Y}]",
10,
10,
20,
Color.Lime
);
DrawText("Text 2d should be always on top of the cube", 10, 40, 20, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - world screen");
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
DisableCursor(); // Limit cursor to relative movement inside the window
// Define the camera to look into our 3d world
Camera3D camera = new();
camera.Position = new Vector3(10.0f, 10.0f, 10.0f);
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.FovY = 45.0f;
camera.Projection = CameraProjection.Perspective;
Vector3 cubePosition = new(0.0f, 0.0f, 0.0f);
Vector2 cubeScreenPosition;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new WorldScreen();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Free);
// Calculate cube screen space position (with a little offset to be in top)
cubeScreenPosition = GetWorldToScreen(
new Vector3(cubePosition.X, cubePosition.Y + 2.5f, cubePosition.Z),
camera
);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, Color.Red);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, Color.Maroon);
DrawGrid(10, 1.0f);
EndMode3D();
DrawText(
"Enemy: 100 / 100",
(int)cubeScreenPosition.X - MeasureText("Enemy: 100 / 100", 20) / 2,
(int)cubeScreenPosition.Y,
20,
Color.Black
);
DrawText(
"Text is always on top of the cube",
(screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2,
25,
20,
Color.Gray
);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}