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

This commit is contained in:
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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/*******************************************************************************************
*
* raylib [shapes] example - ball physics
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by David Buzatto (@davidbuzatto) 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) 2025 David Buzatto (@davidbuzatto)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Raymath;
namespace Examples.Shapes;
public partial class BallPhysics : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int MAX_BALLS = 5000; // Maximum quantity of balls
public string Name => "Shapes / Ball Physics";
public string Title => "raylib [shapes] example - ball physics";
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Ball data type
private struct Ball
{
public Vector2 position;
public Vector2 speed;
public Vector2 prevPosition;
public float radius;
public float friction;
public float elasticity;
public Color color;
public bool grabbed;
}
private Ball[] balls;
private int ballCount;
private int grabbedBallIndex; // Index of the current ball that is grabbed (-1 if none)
private Vector2 pressOffset; // Mouse press offset relative to the ball that grabbedd
private float gravity; // World gravity
private Vector2 windowPosition;
public void Init()
{
balls = new Ball[MAX_BALLS];
// Init first ball in the array
balls[0] = new Ball
{
position = new Vector2(GetScreenWidth()/2.0f, GetScreenHeight()/2.0f),
speed = new Vector2(200, 200),
prevPosition = new Vector2(0, 0),
radius = 40,
friction = 0.99f,
elasticity = 0.9f,
color = Color.Blue,
grabbed = false
};
ballCount = 1;
grabbedBallIndex = -1; // A reference to the current ball that is grabbed
pressOffset = new Vector2(0, 0); // Mouse press offset relative to the ball that grabbedd
gravity = 100; // World gravity
windowPosition = GetWindowPosition();
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
float delta = GetFrameTime();
Vector2 mousePos = GetMousePosition();
// Checks if a ball was grabbed
if (IsMouseButtonPressed(MouseButton.Left))
{
for (int i = ballCount - 1; i >= 0; i--)
{
pressOffset.X = mousePos.X - balls[i].position.X;
pressOffset.Y = mousePos.Y - balls[i].position.Y;
// If the distance between the ball position and the mouse press position
// is less than or equal to the ball radius, the event occurred inside the ball
if (MathF.Sqrt(pressOffset.X*pressOffset.X + pressOffset.Y*pressOffset.Y) <= balls[i].radius)
{
balls[i].grabbed = true;
grabbedBallIndex = i;
break;
}
}
}
// Releases any ball the was grabbed
if (IsMouseButtonReleased(MouseButton.Left))
{
if (grabbedBallIndex != -1)
{
balls[grabbedBallIndex].grabbed = false;
grabbedBallIndex = -1;
}
}
// Creates a new ball
if (IsMouseButtonPressed(MouseButton.Right) || (IsKeyDown(KeyboardKey.LeftControl) && IsMouseButtonDown(MouseButton.Right)))
{
if (ballCount < MAX_BALLS)
{
balls[ballCount++] = new Ball
{
position = mousePos,
speed = new Vector2(GetRandomValue(-300, 300), GetRandomValue(-300, 300)),
prevPosition = new Vector2(0, 0),
radius = 20.0f + GetRandomValue(0, 30),
friction = 0.99f,
elasticity = 0.9f,
color = new Color(GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255),
grabbed = false
};
}
}
// Get window position change for shaking
Vector2 windowPositionDelta = Vector2Subtract(windowPosition, GetWindowPosition());
if (Vector2Length(windowPositionDelta) > 5.0f)
{
for (int i = 0; i < ballCount; i++)
{
if (!balls[i].grabbed) balls[i].speed = Vector2Add(balls[i].speed, Vector2Scale(windowPositionDelta, 10.0f));
}
}
// Shake balls
if (IsMouseButtonPressed(MouseButton.Middle))
{
for (int i = 0; i < ballCount; i++)
{
if (!balls[i].grabbed) balls[i].speed = new Vector2(GetRandomValue(-2000, 2000), GetRandomValue(-2000, 2000));
}
}
// Changes gravity
gravity += GetMouseWheelMove()*5;
// Updates each ball state
for (int i = 0; i < ballCount; i++)
{
// The ball is not grabbed
if (!balls[i].grabbed)
{
// Ball repositioning using the velocity
balls[i].position.X += balls[i].speed.X * delta;
balls[i].position.Y += balls[i].speed.Y * delta;
// Does the ball hit the screen right boundary?
if ((balls[i].position.X + balls[i].radius) >= screenWidth)
{
balls[i].position.X = screenWidth - balls[i].radius; // Ball repositioning
balls[i].speed.X = -balls[i].speed.X*balls[i].elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
}
// Does the ball hit the screen left boundary?
else if ((balls[i].position.X - balls[i].radius) <= 0)
{
balls[i].position.X = balls[i].radius;
balls[i].speed.X = -balls[i].speed.X*balls[i].elasticity;
}
// The same for y axis
if ((balls[i].position.Y + balls[i].radius) >= screenHeight)
{
balls[i].position.Y = screenHeight - balls[i].radius;
balls[i].speed.Y = -balls[i].speed.Y*balls[i].elasticity;
}
else if ((balls[i].position.Y - balls[i].radius) <= 0)
{
balls[i].position.Y = balls[i].radius;
balls[i].speed.Y = -balls[i].speed.Y*balls[i].elasticity;
}
// Friction makes the ball lose 1% of its velocity each frame
balls[i].speed.X = balls[i].speed.X*balls[i].friction;
// Gravity affects only the y axis
balls[i].speed.Y = balls[i].speed.Y*balls[i].friction + gravity;
}
else
{
// Ball repositioning using the mouse position
balls[i].position.X = mousePos.X - pressOffset.X;
balls[i].position.Y = mousePos.Y - pressOffset.Y;
// While the ball is grabbed, recalculates its velocity
balls[i].speed.X = (balls[i].position.X - balls[i].prevPosition.X)/delta;
balls[i].speed.Y = (balls[i].position.Y - balls[i].prevPosition.Y)/delta;
balls[i].prevPosition = balls[i].position;
}
}
windowPosition = GetWindowPosition();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
for (int i = 0; i < ballCount; i++)
{
DrawCircleV(balls[i].position, balls[i].radius, balls[i].color);
DrawCircleLinesV(balls[i].position, balls[i].radius, Color.Black);
}
DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 10, Color.DarkGray);
DrawText("right click to create new balls (keep left control pressed to create a lot)", 10, 30, 10, Color.DarkGray);
DrawText("use mouse wheel to change gravity", 10, 50, 10, Color.DarkGray);
DrawText("middle click to shake", 10, 70, 10, Color.DarkGray);
DrawText($"BALL COUNT: {ballCount}", 10, GetScreenHeight() - 70, 20, Color.Black);
DrawText($"GRAVITY: {gravity:F2}", 10, GetScreenHeight() - 40, 20, Color.Black);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ball physics");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new BallPhysics();
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;
}
}

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@ -1,11 +1,15 @@
/*******************************************************************************************
*
* raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...)
* raylib [shapes] example - basic shapes
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 1/4
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
* Example originally created with raylib 1.0, last time updated with raylib 4.2
*
* 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) 2014-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -14,66 +18,101 @@ using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public class BasicShapes
public partial class BasicShapes : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Basic Shapes";
public string Title => "raylib [shapes] example - basic shapes";
private float rotation;
public void Init()
{
rotation = 0.0f;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
rotation += 0.2f;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("some basic shapes available on raylib", 20, 20, 20, Color.DarkGray);
// Circle shapes and lines
DrawCircle(screenWidth / 5, 120, 35, Color.DarkBlue);
DrawCircleGradient(new Vector2(screenWidth / 5.0f, 220.0f), 60, Color.Green, Color.SkyBlue);
DrawCircleLines(screenWidth / 5, 340, 80, Color.DarkBlue);
DrawEllipse(screenWidth / 5, 120, 25, 20, Color.Yellow);
DrawEllipseLines(screenWidth / 5, 120, 30, 25, Color.Yellow);
// Rectangle shapes and lines
DrawRectangle(screenWidth / 4 * 2 - 60, 100, 120, 60, Color.Red);
DrawRectangleGradientH(screenWidth / 4 * 2 - 90, 170, 180, 130, Color.Maroon, Color.Gold);
DrawRectangleLines(screenWidth / 4 * 2 - 40, 320, 80, 60, Color.Orange); // NOTE: Uses QUADS internally, not lines
// Triangle shapes and lines
DrawTriangle(
new Vector2(screenWidth / 4.0f * 3.0f, 80.0f),
new Vector2(screenWidth / 4.0f * 3.0f - 60.0f, 150.0f),
new Vector2(screenWidth / 4.0f * 3.0f + 60.0f, 150.0f), Color.Violet
);
DrawTriangleLines(
new Vector2(screenWidth / 4.0f * 3.0f, 160.0f),
new Vector2(screenWidth / 4.0f * 3.0f - 20.0f, 230.0f),
new Vector2(screenWidth / 4.0f * 3.0f + 20.0f, 230.0f), Color.DarkBlue
);
// Polygon shapes and lines
DrawPoly(new Vector2(screenWidth / 4.0f * 3, 330), 6, 80, rotation, Color.Brown);
DrawPolyLines(new Vector2(screenWidth / 4.0f * 3, 330), 6, 90, rotation, Color.Brown);
DrawPolyLinesEx(new Vector2(screenWidth / 4.0f * 3, 330), 6, 85, rotation, 6, Color.Beige);
// NOTE: We draw all LINES based shapes together to optimize internal drawing,
// this way, all LINES are rendered in a single draw pass
DrawLine(18, 42, screenWidth - 18, 42, Color.Black);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new BasicShapes();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("some basic shapes available on raylib", 20, 20, 20, Color.DarkGray);
DrawLine(18, 42, screenWidth - 18, 42, Color.Black);
DrawCircle(screenWidth / 4, 120, 35, Color.DarkBlue);
DrawCircleGradient(new Vector2(screenWidth / 4, 220), 60, Color.Green, Color.SkyBlue);
DrawCircleLines(screenWidth / 4, 340, 80, Color.DarkBlue);
DrawRectangle(screenWidth / 4 * 2 - 60, 100, 120, 60, Color.Red);
DrawRectangleGradientH(screenWidth / 4 * 2 - 90, 170, 180, 130, Color.Maroon, Color.Gold);
DrawRectangleLines(screenWidth / 4 * 2 - 40, 320, 80, 60, Color.Orange);
DrawTriangle(
new Vector2(screenWidth / 4 * 3, 80),
new Vector2(screenWidth / 4 * 3 - 60, 150),
new Vector2(screenWidth / 4 * 3 + 60, 150), Color.Violet
);
DrawTriangleLines(
new Vector2(screenWidth / 4 * 3, 160),
new Vector2(screenWidth / 4 * 3 - 20, 230),
new Vector2(screenWidth / 4 * 3 + 20, 230), Color.DarkBlue
);
DrawPoly(new Vector2(screenWidth / 4 * 3, 320), 6, 80, 0, Color.Brown);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

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@ -2,10 +2,16 @@
*
* raylib [shapes] example - bouncing ball
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 1/4
*
* Copyright (c) 2013 Ramon Santamaria (@raysan5)
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* Example contributed by Ramon Santamaria (@raysan5), reviewed by Jopestpe (@jopestpe)
*
* 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) 2013-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -14,83 +20,136 @@ using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public class BouncingBall
public partial class BouncingBall : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Bouncing Ball";
public string Title => "raylib [shapes] example - bouncing ball";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
private Vector2 ballPosition;
private Vector2 ballSpeed;
private int ballRadius;
private float gravity;
private bool useGravity;
private bool pause;
private int framesCounter;
public void Init()
{
ballPosition = new(GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f);
ballSpeed = new(5.0f, 4.0f);
ballRadius = 20;
gravity = 0.2f;
useGravity = true;
pause = false;
framesCounter = 0;
}
public void Update()
{
// Update
//-----------------------------------------------------
if (IsKeyPressed(KeyboardKey.G))
{
useGravity = !useGravity;
}
if (IsKeyPressed(KeyboardKey.Space))
{
pause = !pause;
}
if (!pause)
{
ballPosition.X += ballSpeed.X;
ballPosition.Y += ballSpeed.Y;
if (useGravity)
{
ballSpeed.Y += gravity;
}
// Check walls collision for bouncing
if ((ballPosition.X >= (GetScreenWidth() - ballRadius)) || (ballPosition.X <= ballRadius))
{
ballSpeed.X *= -1.0f;
}
if ((ballPosition.Y >= (GetScreenHeight() - ballRadius)) || (ballPosition.Y <= ballRadius))
{
ballSpeed.Y *= -0.95f;
}
}
else
{
framesCounter++;
}
//-----------------------------------------------------
// Draw
//-----------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawCircleV(ballPosition, (float)ballRadius, Color.Maroon);
DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, Color.LightGray);
if (useGravity)
{
DrawText("GRAVITY: ON (Press G to disable)", 10, GetScreenHeight() - 50, 20, Color.DarkGreen);
}
else
{
DrawText("GRAVITY: OFF (Press G to enable)", 10, GetScreenHeight() - 50, 20, Color.Red);
}
// On pause, we draw a blinking message
if (pause && ((framesCounter / 30) % 2) != 0)
{
DrawText("PAUSED", 350, 200, 30, Color.Gray);
}
DrawFPS(10, 10);
EndDrawing();
//-----------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//---------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball");
Vector2 ballPosition = new(GetScreenWidth() / 2, GetScreenHeight() / 2);
Vector2 ballSpeed = new(5.0f, 4.0f);
int ballRadius = 20;
bool pause = false;
int framesCounter = 0;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//----------------------------------------------------------
var game = new BouncingBall();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//-----------------------------------------------------
if (IsKeyPressed(KeyboardKey.Space))
{
pause = !pause;
}
if (!pause)
{
ballPosition.X += ballSpeed.X;
ballPosition.Y += ballSpeed.Y;
// Check walls collision for bouncing
if ((ballPosition.X >= (GetScreenWidth() - ballRadius)) || (ballPosition.X <= ballRadius))
{
ballSpeed.X *= -1.0f;
}
if ((ballPosition.Y >= (GetScreenHeight() - ballRadius)) || (ballPosition.Y <= ballRadius))
{
ballSpeed.Y *= -1.0f;
}
}
else
{
framesCounter += 1;
}
//-----------------------------------------------------
// Draw
//-----------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawCircleV(ballPosition, ballRadius, Color.Maroon);
DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, Color.LightGray);
// On pause, we draw a blinking message
if (pause && ((framesCounter / 30) % 2) == 0)
{
DrawText("PAUSED", 350, 200, 30, Color.Gray);
}
DrawFPS(10, 10);
EndDrawing();
//-----------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//---------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//----------------------------------------------------------
return 0;
}
}

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/*******************************************************************************************
*
* raylib [shapes] example - bullet hell
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Zero (@zerohorsepower) 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) 2025 Zero (@zerohorsepower)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public partial class BulletHell : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int MAX_BULLETS = 500000; // Max bullets to be processed
public string Name => "Shapes / Bullet Hell";
public string Title => "raylib [shapes] example - bullet hell";
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
private struct Bullet
{
public Vector2 position; // Bullet position on screen
public Vector2 acceleration; // Amount of pixels to be incremented to position every frame
public bool disabled; // Skip processing and draw case out of screen
public Color color; // Bullet color
}
// Bullets definition
private Bullet[] bullets;
private int bulletCount;
private int bulletDisabledCount; // Used to calculate how many bullets are on screen
private int bulletRadius;
private float bulletSpeed;
private int bulletRows;
private Color[] bulletColor;
// Spawner variables
private float baseDirection;
private int angleIncrement; // After spawn all bullet rows, increment this value on the baseDirection for next the frame
private float spawnCooldown;
private float spawnCooldownTimer;
// Magic circle
private float magicCircleRotation;
// Used on performance drawing
private RenderTexture2D bulletTexture;
private bool drawInPerformanceMode; // Switch between DrawCircle() and DrawTexture()
public void Init()
{
// Bullets definition
bullets = new Bullet[MAX_BULLETS]; // Bullets array
bulletCount = 0;
bulletDisabledCount = 0;
bulletRadius = 10;
bulletSpeed = 3.0f;
bulletRows = 6;
bulletColor = new[] { Color.Red, Color.Blue };
// Spawner variables
baseDirection = 0;
angleIncrement = 5;
spawnCooldown = 2;
spawnCooldownTimer = spawnCooldown;
// Magic circle
magicCircleRotation = 0;
// Used on performance drawing
bulletTexture = LoadRenderTexture(24, 24);
// 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);
EndTextureMode();
drawInPerformanceMode = true;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// Reset the bullet index
// New bullets will replace the old ones that are already disabled due to out-of-screen
if (bulletCount >= MAX_BULLETS)
{
bulletCount = 0;
bulletDisabledCount = 0;
}
spawnCooldownTimer--;
if (spawnCooldownTimer < 0)
{
spawnCooldownTimer = spawnCooldown;
// Spawn bullets
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].disabled = false;
bullets[bulletCount].color = bulletColor[row%2];
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,
// only need to calculate it at the spawning time
// 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)
);
bulletCount++;
}
}
baseDirection += angleIncrement;
}
// Update bullets position based on its acceleration
for (int i = 0; i < bulletCount; i++)
{
// Only update bullet if inside the screen
if (!bullets[i].disabled)
{
bullets[i].position.X += bullets[i].acceleration.X;
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))
{
bullets[i].disabled = true;
bulletDisabledCount++;
}
}
}
// Input logic
if ((IsKeyPressed(KeyboardKey.Right) || IsKeyPressed(KeyboardKey.D)) && (bulletRows < 359)) bulletRows++;
if ((IsKeyPressed(KeyboardKey.Left) || IsKeyPressed(KeyboardKey.A)) && (bulletRows > 1)) bulletRows--;
if (IsKeyPressed(KeyboardKey.Up) || IsKeyPressed(KeyboardKey.W)) bulletSpeed += 0.25f;
if ((IsKeyPressed(KeyboardKey.Down) || IsKeyPressed(KeyboardKey.S)) && (bulletSpeed > 0.50f)) bulletSpeed -= 0.25f;
if (IsKeyPressed(KeyboardKey.Z) && (spawnCooldown > 1)) spawnCooldown--;
if (IsKeyPressed(KeyboardKey.X)) spawnCooldown++;
if (IsKeyPressed(KeyboardKey.Enter)) drawInPerformanceMode = !drawInPerformanceMode;
if (IsKeyDown(KeyboardKey.Space))
{
angleIncrement += 1;
angleIncrement %= 360;
}
if (IsKeyPressed(KeyboardKey.C))
{
bulletCount = 0;
bulletDisabledCount = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
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 bullets
if (drawInPerformanceMode)
{
// 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)
{
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
{
// 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)
{
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);
DrawRectangle(610, 10, 170, 30, new Color(0, 0, 0, 200));
if (drawInPerformanceMode) DrawText("Draw method: DrawTexture(*)", 620, 20, 10, Color.Green);
else DrawText("Draw method: DrawCircle(*)", 620, 20, 10, Color.Red);
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);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadRenderTexture(bulletTexture); // Unload bullet texture
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bullet hell");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new BulletHell();
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;
}
}

View file

@ -0,0 +1,240 @@
/*******************************************************************************************
*
* raylib [shapes] example - clock of clocks
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 6.0
*
* Example contributed by JP Mortiboys (@themushroompirates) 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) 2025 JP Mortiboys (@themushroompirates)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Raymath; // Required for: Lerp(), Clamp()
namespace Examples.Shapes;
public partial class ClockOfClocks : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Clock of Clocks";
public string Title => "raylib [shapes] example - clock of clocks";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
private Color bgColor;
private Color handsColor;
private const float clockFaceSize = 24;
private const float clockFaceSpacing = 8.0f;
private const float sectionSpacing = 16.0f;
private static readonly Vector2 TL = new(0.0f, 90.0f); // Top-left corner
private static readonly Vector2 TR = new(90.0f, 180.0f); // Top-right corner
private static readonly Vector2 BR = new(180.0f, 270.0f); // Bottom-right corner
private static readonly Vector2 BL = new(0.0f, 270.0f); // Bottom-left corner
private static readonly Vector2 HH = new(0.0f, 180.0f); // Horizontal line
private static readonly Vector2 VV = new(90.0f, 270.0f); // Vertical line
private static readonly Vector2 ZZ = new(135.0f, 135.0f); // Not relevant
private Vector2[,] digitAngles;
// Time for the hands to move to the new position (in seconds); this must be <1s
private const float handsMoveDuration = 0.5f;
private int prevSeconds;
private Vector2[,] currentAngles;
private Vector2[,] srcAngles;
private Vector2[,] dstAngles;
private float handsMoveTimer;
private int hourMode;
public void Init()
{
bgColor = ColorLerp(Color.DarkBlue, Color.Black, 0.75f);
handsColor = ColorLerp(Color.Yellow, Color.RayWhite, .25f);
digitAngles = new Vector2[10, 24]
{
/* 0 */ { TL, HH, HH, TR, /* */ VV, TL, TR, VV, /* */ VV, VV, VV, VV, /* */ VV, VV, VV, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, HH, BR },
/* 1 */ { TL, HH, TR, ZZ, /* */ BL, TR, VV, ZZ, /* */ ZZ, VV, VV, ZZ, /* */ ZZ, VV, VV, ZZ, /* */ TL, BR, BL, TR, /* */ BL, HH, HH, BR },
/* 2 */ { TL, HH, HH, TR, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ VV, TL, HH, BR, /* */ VV, BL, HH, TR, /* */ BL, HH, HH, BR },
/* 3 */ { TL, HH, HH, TR, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ BL, HH, HH, BR },
/* 4 */ { TL, TR, TL, TR, /* */ VV, VV, VV, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, TR, VV, /* */ ZZ, ZZ, VV, VV, /* */ ZZ, ZZ, BL, BR },
/* 5 */ { TL, HH, HH, TR, /* */ VV, TL, HH, BR, /* */ VV, BL, HH, TR, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ BL, HH, HH, BR },
/* 6 */ { TL, HH, HH, TR, /* */ VV, TL, HH, BR, /* */ VV, BL, HH, TR, /* */ VV, TL, TR, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, HH, BR },
/* 7 */ { TL, HH, HH, TR, /* */ BL, HH, TR, VV, /* */ ZZ, ZZ, VV, VV, /* */ ZZ, ZZ, VV, VV, /* */ ZZ, ZZ, VV, VV, /* */ ZZ, ZZ, BL, BR },
/* 8 */ { TL, HH, HH, TR, /* */ VV, TL, TR, VV, /* */ VV, BL, BR, VV, /* */ VV, TL, TR, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, HH, BR },
/* 9 */ { TL, HH, HH, TR, /* */ VV, TL, TR, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ BL, HH, HH, BR },
};
prevSeconds = -1;
currentAngles = new Vector2[6, 24];
srcAngles = new Vector2[6, 24];
dstAngles = new Vector2[6, 24];
handsMoveTimer = 0.0f;
hourMode = 24;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// Get the current time
DateTime timeinfo = DateTime.Now;
if (timeinfo.Second != prevSeconds)
{
// The time has changed, so we need to move the hands to the new positions
prevSeconds = timeinfo.Second;
// Format the current time so we can access the individual digits
string clockDigits = $"{timeinfo.Hour % hourMode:D2}{timeinfo.Minute:D2}{timeinfo.Second:D2}";
// Fetch where we want all the hands to be
for (int digit = 0; digit < 6; digit++)
{
for (int cell = 0; cell < 24; cell++)
{
srcAngles[digit, cell] = currentAngles[digit, cell];
dstAngles[digit, cell] = digitAngles[clockDigits[digit] - '0', cell];
// Quick exception for 12h mode
if ((digit == 0) && (hourMode == 12) && (clockDigits[0] == '0')) dstAngles[digit, cell] = ZZ;
if (srcAngles[digit, cell].X > dstAngles[digit, cell].X) srcAngles[digit, cell].X -= 360.0f;
if (srcAngles[digit, cell].Y > dstAngles[digit, cell].Y) srcAngles[digit, cell].Y -= 360.0f;
}
}
// Reset the timer
handsMoveTimer = -GetFrameTime();
}
// Now let's animate all the hands if we need to
if (handsMoveTimer < handsMoveDuration)
{
// Increase the timer but don't go above the maximum
handsMoveTimer = Clamp(handsMoveTimer + GetFrameTime(), 0, handsMoveDuration);
// Calculate the % completion of the animation
float t = handsMoveTimer / handsMoveDuration;
// A little cheeky smoothstep
t = t * t * (3.0f - 2.0f * t);
for (int digit = 0; digit < 6; digit++)
{
for (int cell = 0; cell < 24; cell++)
{
currentAngles[digit, cell].X = Lerp(srcAngles[digit, cell].X, dstAngles[digit, cell].X, t);
currentAngles[digit, cell].Y = Lerp(srcAngles[digit, cell].Y, dstAngles[digit, cell].Y, t);
}
}
}
// Handle input
if (IsKeyPressed(KeyboardKey.Space)) hourMode = 36 - hourMode; // Toggle between 12 and 24 hour mode with space
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(bgColor);
DrawText($"{hourMode}-h mode, space to change", 10, 30, 20, Color.RayWhite);
float xOffset = 4.0f;
for (int digit = 0; digit < 6; digit++)
{
for (int row = 0; row < 6; row++)
{
for (int col = 0; col < 4; col++)
{
Vector2 centre = new(
xOffset + col * (clockFaceSize + clockFaceSpacing) + clockFaceSize * 0.5f,
100 + row * (clockFaceSize + clockFaceSpacing) + clockFaceSize * 0.5f
);
DrawRing(centre, clockFaceSize * 0.5f - 2.0f, clockFaceSize * 0.5f, 0, 360, 24, Color.DarkGray);
// Big hand
DrawRectanglePro(
new Rectangle(centre.X, centre.Y, clockFaceSize * 0.5f + 4.0f, 4.0f),
new Vector2(2.0f, 2.0f),
currentAngles[digit, row * 4 + col].X,
handsColor
);
// Little hand
DrawRectanglePro(
new Rectangle(centre.X, centre.Y, clockFaceSize * 0.5f + 2.0f, 4.0f),
new Vector2(2.0f, 2.0f),
currentAngles[digit, row * 4 + col].Y,
handsColor
);
}
}
xOffset += (clockFaceSize + clockFaceSpacing) * 4;
if (digit % 2 == 1)
{
DrawRing(new Vector2(xOffset + 4.0f, 160.0f), 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
DrawRing(new Vector2(xOffset + 4.0f, 225.0f), 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
xOffset += sectionSpacing;
}
}
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - clock of clocks");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new ClockOfClocks();
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;
}
}

View file

@ -2,10 +2,14 @@
*
* raylib [shapes] example - collision area
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 2/4
*
* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* 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) 2013-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -13,124 +17,156 @@ using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public class CollisionArea
public partial class CollisionArea : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Collision Area";
public string Title => "raylib [shapes] example - collision area";
private Rectangle boxA;
private int boxASpeedX;
private Rectangle boxB;
private Rectangle boxCollision;
private int screenUpperLimit;
private bool pause;
private bool collision;
public void Init()
{
// Box A: Moving box
boxA = new(10, GetScreenHeight() / 2.0f - 50, 200, 100);
boxASpeedX = 4;
// Box B: Mouse moved box
boxB = new(GetScreenWidth() / 2.0f - 30, GetScreenHeight() / 2.0f - 30, 60, 60);
boxCollision = new(); // Collision rectangle
screenUpperLimit = 40; // Top menu limits
pause = false; // Movement pause
collision = false; // Collision detection
}
public void Update()
{
// Update
//-----------------------------------------------------
// Move box if not paused
if (!pause)
{
boxA.X += boxASpeedX;
}
// Bounce box on x screen limits
if (((boxA.X + boxA.Width) >= GetScreenWidth()) || (boxA.X <= 0))
{
boxASpeedX *= -1;
}
// Update player-controlled-box (box02)
boxB.X = GetMouseX() - boxB.Width / 2;
boxB.Y = GetMouseY() - boxB.Height / 2;
// Make sure Box B does not go out of move area limits
if ((boxB.X + boxB.Width) >= GetScreenWidth())
{
boxB.X = GetScreenWidth() - boxB.Width;
}
else if (boxB.X <= 0)
{
boxB.X = 0;
}
if ((boxB.Y + boxB.Height) >= GetScreenHeight())
{
boxB.Y = GetScreenHeight() - boxB.Height;
}
else if (boxB.Y <= screenUpperLimit)
{
boxB.Y = screenUpperLimit;
}
// Check boxes collision
collision = CheckCollisionRecs(boxA, boxB);
// Get collision rectangle (only on collision)
if (collision)
{
boxCollision = GetCollisionRec(boxA, boxB);
}
// Pause Box A movement
if (IsKeyPressed(KeyboardKey.Space))
{
pause = !pause;
}
//-----------------------------------------------------
// Draw
//-----------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision ? Color.Red : Color.Black);
DrawRectangleRec(boxA, Color.Gold);
DrawRectangleRec(boxB, Color.Blue);
if (collision)
{
// Draw collision area
DrawRectangleRec(boxCollision, Color.Lime);
// Draw collision message
var cx = GetScreenWidth() / 2 - MeasureText("COLLISION!", 20) / 2;
var cy = screenUpperLimit / 2 - 10;
DrawText("COLLISION!", cx, cy, 20, Color.Black);
// Draw collision area
var text = $"Collision Area: {(int)boxCollision.Width * (int)boxCollision.Height}";
DrawText(text, GetScreenWidth() / 2 - 100, screenUpperLimit + 10, 20, Color.Black);
}
// Draw help instructions
DrawText("Press SPACE to PAUSE/RESUME", 20, screenHeight - 35, 20, Color.LightGray);
DrawFPS(10, 10);
EndDrawing();
//-----------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//---------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
// Box A: Moving box
Rectangle boxA = new(10, GetScreenHeight() / 2 - 50, 200, 100);
int boxASpeedX = 4;
// Box B: Mouse moved box
Rectangle boxB = new(GetScreenWidth() / 2 - 30, GetScreenHeight() / 2 - 30, 60, 60);
Rectangle boxCollision = new();
int screenUpperLimit = 40;
// Movement pause
bool pause = false;
bool collision = false;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//----------------------------------------------------------
var game = new CollisionArea();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//-----------------------------------------------------
// Move box if not paused
if (!pause)
{
boxA.X += boxASpeedX;
}
// Bounce box on x screen limits
if (((boxA.X + boxA.Width) >= GetScreenWidth()) || (boxA.X <= 0))
{
boxASpeedX *= -1;
}
// Update player-controlled-box (box02)
boxB.X = GetMouseX() - boxB.Width / 2;
boxB.Y = GetMouseY() - boxB.Height / 2;
// Make sure Box B does not go out of move area limits
if ((boxB.X + boxB.Width) >= GetScreenWidth())
{
boxB.X = GetScreenWidth() - boxB.Width;
}
else if (boxB.X <= 0)
{
boxB.X = 0;
}
if ((boxB.Y + boxB.Height) >= GetScreenHeight())
{
boxB.Y = GetScreenHeight() - boxB.Height;
}
else if (boxB.Y <= screenUpperLimit)
{
boxB.Y = screenUpperLimit;
}
// Check boxes collision
collision = CheckCollisionRecs(boxA, boxB);
// Get collision rectangle (only on collision)
if (collision)
{
boxCollision = GetCollisionRec(boxA, boxB);
}
// Pause Box A movement
if (IsKeyPressed(KeyboardKey.Space))
{
pause = !pause;
}
//-----------------------------------------------------
// Draw
//-----------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision ? Color.Red : Color.Black);
DrawRectangleRec(boxA, Color.Gold);
DrawRectangleRec(boxB, Color.Blue);
if (collision)
{
// Draw collision area
DrawRectangleRec(boxCollision, Color.Lime);
// Draw collision message
int cx = GetScreenWidth() / 2 - MeasureText("COLLISION!", 20) / 2;
int cy = screenUpperLimit / 2 - 10;
DrawText("COLLISION!", cx, cy, 20, Color.Black);
// Draw collision area
string text = $"Collision Area: {(int)boxCollision.Width * (int)boxCollision.Height}";
DrawText(text, GetScreenWidth() / 2 - 100, screenUpperLimit + 10, 20, Color.Black);
}
DrawFPS(10, 10);
EndDrawing();
//-----------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//---------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//----------------------------------------------------------
return 0;

View file

@ -1,11 +1,15 @@
/*******************************************************************************************
*
* raylib [shapes] example - Colors palette
* raylib [shapes] example - colors palette
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 2/4
*
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
* Example originally created with raylib 1.0, last time updated with raylib 2.5
*
* 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) 2014-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -14,72 +18,80 @@ using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public class ColorsPalette
public partial class ColorsPalette : IExample
{
public static int Main()
private const int screenWidth = 800;
private const int screenHeight = 450;
public const int MaxColorsCount = 21; // Number of colors available
public string Name => "Shapes / Colors Palette";
public string Title => "raylib [shapes] example - colors palette";
private Color[] colors;
private string[] colorNames;
private Rectangle[] colorsRecs;
private int[] colorState;
private Vector2 mousePoint;
public void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - colors palette");
Color[] colors = new[]
colors = new[]
{
Color.DarkGray,
Color.Maroon,
Color.Orange,
Color.DarkGreen,
Color.DarkBlue,
Color.DarkPurple,
Color.DarkBrown,
Color.Gray,
Color.Red,
Color.Gold,
Color.Lime,
Color.Blue,
Color.Violet,
Color.Brown,
Color.LightGray,
Color.Pink,
Color.Yellow,
Color.Green,
Color.SkyBlue,
Color.Purple,
Color.Beige
};
Color.DarkGray,
Color.Maroon,
Color.Orange,
Color.DarkGreen,
Color.DarkBlue,
Color.DarkPurple,
Color.DarkBrown,
Color.Gray,
Color.Red,
Color.Gold,
Color.Lime,
Color.Blue,
Color.Violet,
Color.Brown,
Color.LightGray,
Color.Pink,
Color.Yellow,
Color.Green,
Color.SkyBlue,
Color.Purple,
Color.Beige
};
string[] colorNames = new[]
colorNames = new[]
{
"DARKGRAY",
"MAROON",
"ORANGE",
"DARKGREEN",
"DARKBLUE",
"DARKPURPLE",
"DARKBROWN",
"GRAY",
"RED",
"GOLD",
"LIME",
"BLUE",
"VIOLET",
"BROWN",
"LIGHTGRAY",
"PINK",
"YELLOW",
"GREEN",
"SKYBLUE",
"PURPLE",
"BEIGE"
};
"DARKGRAY",
"MAROON",
"ORANGE",
"DARKGREEN",
"DARKBLUE",
"DARKPURPLE",
"DARKBROWN",
"GRAY",
"RED",
"GOLD",
"LIME",
"BLUE",
"VIOLET",
"BROWN",
"LIGHTGRAY",
"PINK",
"YELLOW",
"GREEN",
"SKYBLUE",
"PURPLE",
"BEIGE"
};
// Rectangles array
Rectangle[] colorsRecs = new Rectangle[colors.Length];
colorsRecs = new Rectangle[colors.Length];
// Fills colorsRecs data (for every rectangle)
for (int i = 0; i < colorsRecs.Length; i++)
for (var i = 0; i < colorsRecs.Length; i++)
{
colorsRecs[i].X = 20 + 100 * (i % 7) + 10 * (i % 7);
colorsRecs[i].Y = 80 + 100 * (i / 7) + 10 * (i / 7);
@ -88,82 +100,101 @@ public class ColorsPalette
}
// Color state: 0-DEFAULT, 1-MOUSE_HOVER
int[] colorState = new int[colors.Length];
colorState = new int[colors.Length];
Vector2 mousePoint = new(0.0f, 0.0f);
mousePoint = new(0.0f, 0.0f);
}
SetTargetFPS(60);
public void Update()
{
// Update
//----------------------------------------------------------------------------------
mousePoint = GetMousePosition();
for (var i = 0; i < colors.Length; i++)
{
if (CheckCollisionPointRec(mousePoint, colorsRecs[i]))
{
colorState[i] = 1;
}
else
{
colorState[i] = 0;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("raylib colors palette", 28, 42, 20, Color.Black);
DrawText(
"press SPACE to see all colors",
GetScreenWidth() - 180,
GetScreenHeight() - 40,
10,
Color.Gray
);
for (var i = 0; i < colorsRecs.Length; i++) // Draw all rectangles
{
DrawRectangleRec(colorsRecs[i], Fade(colors[i], colorState[i] != 0 ? 0.6f : 1.0f));
if (IsKeyDown(KeyboardKey.Space) || colorState[i] != 0)
{
DrawRectangle(
(int)colorsRecs[i].X,
(int)(colorsRecs[i].Y + colorsRecs[i].Height - 26),
(int)colorsRecs[i].Width,
20,
Color.Black
);
DrawRectangleLinesEx(colorsRecs[i], 6, Fade(Color.Black, 0.3f));
DrawText(
colorNames[i],
(int)(colorsRecs[i].X + colorsRecs[i].Width - MeasureText(colorNames[i], 10) - 12),
(int)(colorsRecs[i].Y + colorsRecs[i].Height - 20),
10,
colors[i]
);
}
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - colors palette");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new ColorsPalette();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
mousePoint = GetMousePosition();
for (int i = 0; i < colors.Length; i++)
{
if (CheckCollisionPointRec(mousePoint, colorsRecs[i]))
{
colorState[i] = 1;
}
else
{
colorState[i] = 0;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("raylib colors palette", 28, 42, 20, Color.Black);
DrawText(
"press SPACE to see all colors",
GetScreenWidth() - 180,
GetScreenHeight() - 40,
10,
Color.Gray
);
// Draw all rectangles
for (int i = 0; i < colorsRecs.Length; i++)
{
DrawRectangleRec(colorsRecs[i], ColorAlpha(colors[i], colorState[i] != 0 ? 0.6f : 1.0f));
if (IsKeyDown(KeyboardKey.Space) || colorState[i] != 0)
{
DrawRectangle(
(int)colorsRecs[i].X,
(int)(colorsRecs[i].Y + colorsRecs[i].Height - 26),
(int)colorsRecs[i].Width,
20,
Color.Black
);
DrawRectangleLinesEx(colorsRecs[i], 6, ColorAlpha(Color.Black, 0.3f));
DrawText(
colorNames[i],
(int)(colorsRecs[i].X + colorsRecs[i].Width - MeasureText(colorNames[i], 10) - 12),
(int)(colorsRecs[i].Y + colorsRecs[i].Height - 20),
10,
colors[i]
);
}
}
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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/*******************************************************************************************
*
* raylib [shapes] example - dashed line
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* Example contributed by Luís Almeida (@luis605)
*
* 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) 2025 Luís Almeida (@luis605)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public partial class DashedLine : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Dashed Line";
public string Title => "raylib [shapes] example - dashed line";
// Line Properties
private Vector2 lineStartPosition;
private Vector2 lineEndPosition;
private float dashLength;
private float blankLength;
// Color selection
private Color[] lineColors;
private int colorIndex;
public void Init()
{
// Line Properties
lineStartPosition = new Vector2(20.0f, 50.0f);
lineEndPosition = new Vector2(780.0f, 400.0f);
dashLength = 25.0f;
blankLength = 15.0f;
// Color selection
lineColors = new[] { Color.Red, Color.Orange, Color.Gold, Color.Green, Color.Blue, Color.Violet, Color.Pink, Color.Black };
colorIndex = 0;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
lineEndPosition = GetMousePosition(); // Line endpoint follows the mouse
// Change Dash Length (UP/DOWN arrows)
if (IsKeyDown(KeyboardKey.Up)) dashLength += 1.0f;
if (IsKeyDown(KeyboardKey.Down) && dashLength > 1.0f) dashLength -= 1.0f;
// Change Space Length (LEFT/RIGHT arrows)
if (IsKeyDown(KeyboardKey.Right)) blankLength += 1.0f;
if (IsKeyDown(KeyboardKey.Left) && blankLength > 1.0f) blankLength -= 1.0f;
// Cycle through colors ('C' key)
if (IsKeyPressed(KeyboardKey.C)) colorIndex = (colorIndex + 1)%lineColors.Length;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw the dashed line with the current properties
DrawLineDashed(lineStartPosition, lineEndPosition, (int)dashLength, (int)blankLength, lineColors[colorIndex]);
// Draw UI and Instructions
DrawRectangle(5, 5, 265, 95, Fade(Color.SkyBlue, 0.5f));
DrawRectangleLines(5, 5, 265, 95, Color.Blue);
DrawText("CONTROLS:", 15, 15, 10, Color.Black);
DrawText("UP/DOWN: Change Dash Length", 15, 35, 10, Color.Black);
DrawText("LEFT/RIGHT: Change Space Length", 15, 55, 10, Color.Black);
DrawText("C: Cycle Color", 15, 75, 10, Color.Black);
DrawText($"Dash: {dashLength:F0} | Space: {blankLength:F0}", 15, 115, 10, Color.DarkGray);
DrawFPS(screenWidth - 80, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - dashed line");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new DashedLine();
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;
}
}

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/*******************************************************************************************
*
* raylib [shapes] example - digital clock
*
* Example complexity rating: [] 4/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Hamza RAHAL (@hmz-rhl) 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) 2025 Hamza RAHAL (@hmz-rhl) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public partial class DigitalClock : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int CLOCK_ANALOG = 0;
private const int CLOCK_DIGITAL = 1;
public string Name => "Shapes / Digital Clock";
public string Title => "raylib [shapes] example - digital clock";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Clock hand type
private struct ClockHand
{
public int value; // Time value
// Visual elements
public float angle; // Hand angle
public int length; // Hand length
public int thickness; // Hand thickness
public Color color; // Hand color
}
// Clock hands
private struct Clock
{
public ClockHand second; // Clock hand for seconds
public ClockHand minute; // Clock hand for minutes
public ClockHand hour; // Clock hand for hours
}
private int clockMode;
private Clock clock;
public void Init()
{
clockMode = CLOCK_DIGITAL;
// Initialize clock
// NOTE: Includes visual info for analog clock
clock = new Clock();
clock.second.angle = 45;
clock.second.length = 140;
clock.second.thickness = 3;
clock.second.color = Color.Maroon;
clock.minute.angle = 10;
clock.minute.length = 130;
clock.minute.thickness = 7;
clock.minute.color = Color.DarkGray;
clock.hour.angle = 0;
clock.hour.length = 100;
clock.hour.thickness = 7;
clock.hour.color = Color.Black;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Space))
{
// Toggle clock mode
if (clockMode == CLOCK_DIGITAL) clockMode = CLOCK_ANALOG;
else if (clockMode == CLOCK_ANALOG) clockMode = CLOCK_DIGITAL;
}
UpdateClock(); // Update clock required data: value and angle
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw clock in selected mode
if (clockMode == CLOCK_ANALOG) DrawClockAnalog(clock, new Vector2(400, 240));
else if (clockMode == CLOCK_DIGITAL)
{
DrawClockDigital(clock, new Vector2(30, 60));
// Draw clock using default raylib font
string clockTime = $"{clock.hour.value:D2}:{clock.minute.value:D2}:{clock.second.value:D2}";
DrawText(clockTime, GetScreenWidth() / 2 - MeasureText(clockTime, 150) / 2, 300, 150, Color.Black);
}
DrawText($"Press [SPACE] to switch clock mode: {((clockMode == CLOCK_DIGITAL) ? "DIGITAL CLOCK" : "ANALOGUE CLOCK")}",
10, 10, 20, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Update clock time
private void UpdateClock()
{
DateTime timeinfo = DateTime.Now;
// Updating time data
clock.second.value = timeinfo.Second;
clock.minute.value = timeinfo.Minute;
clock.hour.value = timeinfo.Hour;
clock.hour.angle = (timeinfo.Hour % 12) * 180.0f / 6.0f;
clock.hour.angle += (timeinfo.Minute % 60) * 30 / 60.0f;
clock.hour.angle -= 90;
clock.minute.angle = (timeinfo.Minute % 60) * 6.0f;
clock.minute.angle += (timeinfo.Second % 60) * 6 / 60.0f;
clock.minute.angle -= 90;
clock.second.angle = (timeinfo.Second % 60) * 6.0f;
clock.second.angle -= 90;
}
// Draw analog clock
// Parameter: position, refers to center position
private static void DrawClockAnalog(Clock clock, Vector2 position)
{
// Draw clock base
DrawCircleV(position, clock.second.length + 40.0f, Color.LightGray);
DrawCircleV(position, 12.0f, Color.Gray);
// Draw clock minutes/seconds lines
for (int i = 0; i < 60; i++)
{
DrawLineEx(new Vector2(position.X + (clock.second.length + ((i % 5) != 0 ? 10 : 6)) * MathF.Cos((6.0f * i - 90.0f) * DEG2RAD),
position.Y + (clock.second.length + ((i % 5) != 0 ? 10 : 6)) * MathF.Sin((6.0f * i - 90.0f) * DEG2RAD)),
new Vector2(position.X + (clock.second.length + 20) * MathF.Cos((6.0f * i - 90.0f) * DEG2RAD),
position.Y + (clock.second.length + 20) * MathF.Sin((6.0f * i - 90.0f) * DEG2RAD)), ((i % 5) != 0 ? 1.0f : 3.0f), Color.DarkGray);
}
// Draw hand seconds
DrawRectanglePro(new Rectangle(position.X, position.Y, (float)clock.second.length, (float)clock.second.thickness),
new Vector2(0.0f, clock.second.thickness / 2.0f), clock.second.angle, clock.second.color);
// Draw hand minutes
DrawRectanglePro(new Rectangle(position.X, position.Y, (float)clock.minute.length, (float)clock.minute.thickness),
new Vector2(0.0f, clock.minute.thickness / 2.0f), clock.minute.angle, clock.minute.color);
// Draw hand hours
DrawRectanglePro(new Rectangle(position.X, position.Y, (float)clock.hour.length, (float)clock.hour.thickness),
new Vector2(0.0f, clock.hour.thickness / 2.0f), clock.hour.angle, clock.hour.color);
}
// Draw digital clock
// PARAM: position, refers to top-left corner
private static void DrawClockDigital(Clock clock, Vector2 position)
{
// Draw clock using custom 7-segments display (made of shapes)
DrawDisplayValue(new Vector2(position.X, position.Y), clock.hour.value / 10, Color.Red, Fade(Color.LightGray, 0.3f));
DrawDisplayValue(new Vector2(position.X + 120, position.Y), clock.hour.value % 10, Color.Red, Fade(Color.LightGray, 0.3f));
DrawCircle((int)position.X + 240, (int)position.Y + 70, 12, (clock.second.value % 2) != 0 ? Color.Red : Fade(Color.LightGray, 0.3f));
DrawCircle((int)position.X + 240, (int)position.Y + 150, 12, (clock.second.value % 2) != 0 ? Color.Red : Fade(Color.LightGray, 0.3f));
DrawDisplayValue(new Vector2(position.X + 260, position.Y), clock.minute.value / 10, Color.Red, Fade(Color.LightGray, 0.3f));
DrawDisplayValue(new Vector2(position.X + 380, position.Y), clock.minute.value % 10, Color.Red, Fade(Color.LightGray, 0.3f));
DrawCircle((int)position.X + 500, (int)position.Y + 70, 12, (clock.second.value % 2) != 0 ? Color.Red : Fade(Color.LightGray, 0.3f));
DrawCircle((int)position.X + 500, (int)position.Y + 150, 12, (clock.second.value % 2) != 0 ? Color.Red : Fade(Color.LightGray, 0.3f));
DrawDisplayValue(new Vector2(position.X + 520, position.Y), clock.second.value / 10, Color.Red, Fade(Color.LightGray, 0.3f));
DrawDisplayValue(new Vector2(position.X + 640, position.Y), clock.second.value % 10, Color.Red, Fade(Color.LightGray, 0.3f));
}
// Draw 7-segment display with value
private static void DrawDisplayValue(Vector2 position, int value, Color colorOn, Color colorOff)
{
switch (value)
{
case 0: Draw7SDisplay(position, 0b00111111, colorOn, colorOff); break;
case 1: Draw7SDisplay(position, 0b00000110, colorOn, colorOff); break;
case 2: Draw7SDisplay(position, 0b01011011, colorOn, colorOff); break;
case 3: Draw7SDisplay(position, 0b01001111, colorOn, colorOff); break;
case 4: Draw7SDisplay(position, 0b01100110, colorOn, colorOff); break;
case 5: Draw7SDisplay(position, 0b01101101, colorOn, colorOff); break;
case 6: Draw7SDisplay(position, 0b01111101, colorOn, colorOff); break;
case 7: Draw7SDisplay(position, 0b00000111, colorOn, colorOff); break;
case 8: Draw7SDisplay(position, 0b01111111, colorOn, colorOff); break;
case 9: Draw7SDisplay(position, 0b01101111, colorOn, colorOff); break;
default: break;
}
}
// Draw seven segments display
// Parameter: position, refers to top-left corner of display
// Parameter: segments, defines in binary the segments to be activated
private static void Draw7SDisplay(Vector2 position, int segments, Color colorOn, Color colorOff)
{
int segmentLen = 60;
int segmentThick = 20;
float offsetYAdjust = segmentThick * 0.3f; // HACK: Adjust gap space between segment limits
// Segment A
DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen / 2.0f, position.Y + segmentThick),
segmentLen, segmentThick, false, (segments & 0b00000001) != 0 ? colorOn : colorOff);
// Segment B
DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen + segmentThick / 2.0f, position.Y + 2 * segmentThick + segmentLen / 2.0f - offsetYAdjust),
segmentLen, segmentThick, true, (segments & 0b00000010) != 0 ? colorOn : colorOff);
// Segment C
DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen + segmentThick / 2.0f, position.Y + 4 * segmentThick + segmentLen + segmentLen / 2.0f - 3 * offsetYAdjust),
segmentLen, segmentThick, true, (segments & 0b00000100) != 0 ? colorOn : colorOff);
// Segment D
DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen / 2.0f, position.Y + 5 * segmentThick + 2 * segmentLen - 4 * offsetYAdjust),
segmentLen, segmentThick, false, (segments & 0b00001000) != 0 ? colorOn : colorOff);
// Segment E
DrawDisplaySegment(new Vector2(position.X + segmentThick / 2.0f, position.Y + 4 * segmentThick + segmentLen + segmentLen / 2.0f - 3 * offsetYAdjust),
segmentLen, segmentThick, true, (segments & 0b00010000) != 0 ? colorOn : colorOff);
// Segment F
DrawDisplaySegment(new Vector2(position.X + segmentThick / 2.0f, position.Y + 2 * segmentThick + segmentLen / 2.0f - offsetYAdjust),
segmentLen, segmentThick, true, (segments & 0b00100000) != 0 ? colorOn : colorOff);
// Segment G
DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen / 2.0f, position.Y + 3 * segmentThick + segmentLen - 2 * offsetYAdjust),
segmentLen, segmentThick, false, (segments & 0b01000000) != 0 ? colorOn : colorOff);
}
// Draw one 7-segment display segment, horizontal or vertical
private static void DrawDisplaySegment(Vector2 center, int length, int thick, bool vertical, Color color)
{
if (!vertical)
{
// Horizontal segment points
/*
3___________________________5
/ \
/1 x 6\
\ /
\2___________________________4/
*/
Vector2[] segmentPointsH = new Vector2[6]
{
new Vector2(center.X - length / 2.0f - thick / 2.0f, center.Y), // Point 1
new Vector2(center.X - length / 2.0f, center.Y + thick / 2.0f), // Point 2
new Vector2(center.X - length / 2.0f, center.Y - thick / 2.0f), // Point 3
new Vector2(center.X + length / 2.0f, center.Y + thick / 2.0f), // Point 4
new Vector2(center.X + length / 2.0f, center.Y - thick / 2.0f), // Point 5
new Vector2(center.X + length / 2.0f + thick / 2.0f, center.Y), // Point 6
};
DrawTriangleStrip(segmentPointsH, 6, color);
}
else
{
// Vertical segment points
Vector2[] segmentPointsV = new Vector2[6]
{
new Vector2(center.X, center.Y - length / 2.0f - thick / 2.0f), // Point 1
new Vector2(center.X - thick / 2.0f, center.Y - length / 2.0f), // Point 2
new Vector2(center.X + thick / 2.0f, center.Y - length / 2.0f), // Point 3
new Vector2(center.X - thick / 2.0f, center.Y + length / 2.0f), // Point 4
new Vector2(center.X + thick / 2.0f, center.Y + length / 2.0f), // Point 5
new Vector2(center.X, center.Y + (float)length / 2 + thick / 2.0f), // Point 6
};
DrawTriangleStrip(segmentPointsV, 6, color);
}
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - digital clock");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new DigitalClock();
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;
}
}

View file

@ -0,0 +1,205 @@
/*******************************************************************************************
*
* raylib [shapes] example - double pendulum
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* Example contributed by JoeCheong (@Joecheong2006) 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) 2025 JoeCheong (@Joecheong2006)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public partial class DoublePendulum : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
// Constant for Simulation
private const int SIMULATION_STEPS = 30;
private const float G = 9.81f;
public string Name => "Shapes / Double Pendulum";
public string Title => "raylib [shapes] example - double pendulum";
public ConfigFlags ConfigFlags => ConfigFlags.HighDpiWindow;
// Simulation Parameters
private float l1, m1, theta1, w1;
private float l2, m2, theta2, w2;
private float lengthScaler;
private float totalM;
private Vector2 previousPosition;
// Scale length
private float L1;
private float L2;
// Draw parameters
private float lineThick, trailThick;
private float fateAlpha;
// Create framebuffer
private RenderTexture2D target;
// Calculate pendulum end point
private static Vector2 CalculatePendulumEndPoint(float l, float theta)
{
return new(10 * l * MathF.Sin(theta), 10 * l * MathF.Cos(theta));
}
// Calculate double pendulum end point
private static Vector2 CalculateDoublePendulumEndPoint(float l1, float theta1, float l2, float theta2)
{
Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1);
Vector2 endpoint2 = CalculatePendulumEndPoint(l2, theta2);
return new(endpoint1.X + endpoint2.X, endpoint1.Y + endpoint2.Y);
}
public void Init()
{
// Simulation Parameters
l1 = 15.0f; m1 = 0.2f; theta1 = DEG2RAD * 170; w1 = 0;
l2 = 15.0f; m2 = 0.1f; theta2 = DEG2RAD * 0; w2 = 0;
lengthScaler = 0.1f;
totalM = m1 + m2;
previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
previousPosition.X += ((float)screenWidth / 2);
previousPosition.Y += ((float)screenHeight / 2 - 100);
// Scale length
L1 = l1 * lengthScaler;
L2 = l2 * lengthScaler;
// Draw parameters
lineThick = 20; trailThick = 2;
fateAlpha = 0.01f;
// Create framebuffer
target = LoadRenderTexture(screenWidth, screenHeight);
SetTextureFilter(target.Texture, TextureFilter.Bilinear);
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
float dt = GetFrameTime();
float step = dt / SIMULATION_STEPS, step2 = step * step;
// Update Physics - larger steps = better approximation
for (int i = 0; i < SIMULATION_STEPS; i++)
{
float delta = theta1 - theta2;
float sinD = MathF.Sin(delta), cosD = MathF.Cos(delta), cos2D = MathF.Cos(2 * delta);
float ww1 = w1 * w1, ww2 = w2 * w2;
// Calculate a1
float a1 = (-G * (2 * m1 + m2) * MathF.Sin(theta1)
- m2 * G * MathF.Sin(theta1 - 2 * theta2)
- 2 * sinD * m2 * (ww2 * L2 + ww1 * L1 * cosD))
/ (L1 * (2 * m1 + m2 - m2 * cos2D));
// Calculate a2
float a2 = (2 * sinD * (ww1 * L1 * totalM
+ G * totalM * MathF.Cos(theta1)
+ ww2 * L2 * m2 * cosD))
/ (L2 * (2 * m1 + m2 - m2 * cos2D));
// Update thetas
theta1 += w1 * step + 0.5f * a1 * step2;
theta2 += w2 * step + 0.5f * a2 * step2;
// Update omegas
w1 += a1 * step;
w2 += a2 * step;
}
// Calculate position
Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
currentPosition.X += (float)screenWidth / 2;
currentPosition.Y += (float)screenHeight / 2 - 100;
// Draw to render texture
BeginTextureMode(target);
// Draw a transparent rectangle - smaller alpha = longer trails
DrawRectangle(0, 0, screenWidth, screenHeight, Fade(Color.Black, fateAlpha));
// Draw trail
DrawCircleV(previousPosition, trailThick, Color.Red);
DrawLineEx(previousPosition, currentPosition, trailThick * 2, Color.Red);
EndTextureMode();
// Update previous position
previousPosition = currentPosition;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.Black);
// Draw trails texture
DrawTextureRec(target.Texture, new Rectangle(0, 0, (float)target.Texture.Width, (float)-target.Texture.Height), new Vector2(0, 0), Color.White);
// Draw double pendulum
DrawRectanglePro(new Rectangle(screenWidth / 2.0f, screenHeight / 2.0f - 100, 10 * l1, lineThick),
new Vector2(0, lineThick * 0.5f), 90 - RAD2DEG * theta1, Color.RayWhite);
Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1);
DrawRectanglePro(new Rectangle(screenWidth / 2.0f + endpoint1.X, screenHeight / 2.0f - 100 + endpoint1.Y, 10 * l2, lineThick),
new Vector2(0, lineThick * 0.5f), 90 - RAD2DEG * theta2, Color.RayWhite);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadRenderTexture(target);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.HighDpiWindow);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - double pendulum");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new DoublePendulum();
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;
}
}

View file

@ -1,13 +1,17 @@
/*******************************************************************************************
*
* raylib [shapes] example - draw circle sector (with gui options)
* raylib [shapes] example - circle sector drawing
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2018 Vlad Adrian (@demizdor) and 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) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -17,79 +21,128 @@ using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public class DrawCircleSector
public partial class DrawCircleSector : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Draw Circle Sector";
public string Title => "raylib [shapes] example - circle sector drawing";
private Vector2 center;
private float outerRadius;
private float startAngle;
private float endAngle;
private float segments;
private float minSegments;
public void Init()
{
center = new((GetScreenWidth() - 300) / 2.0f, GetScreenHeight() / 2.0f);
outerRadius = 180.0f;
startAngle = 0.0f;
endAngle = 180.0f;
segments = 10.0f;
minSegments = 4;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// NOTE: All variables update happens inside GUI control functions
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawLine(500, 0, 500, GetScreenHeight(), Fade(Color.LightGray, 0.6f));
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(Color.LightGray, 0.3f));
DrawCircleSector(center, outerRadius, startAngle, endAngle, (int)segments, Fade(Color.Maroon, 0.3f));
DrawCircleSectorLines(
center,
outerRadius,
startAngle,
endAngle,
(int)segments,
Fade(Color.Maroon, 0.6f)
);
// Draw GUI controls
//------------------------------------------------------------------------------
GuiSliderBar(new Rectangle(600, 40, 120, 20), "StartAngle", $"{startAngle:F2}", ref startAngle, 0, 720);
GuiSliderBar(new Rectangle(600, 70, 120, 20), "EndAngle", $"{endAngle:F2}", ref endAngle, 0, 720);
GuiSliderBar(new Rectangle(600, 140, 120, 20), "Radius", $"{outerRadius:F2}", ref outerRadius, 0, 200);
GuiSliderBar(new Rectangle(600, 170, 120, 20), "Segments", $"{segments:F2}", ref segments, 0, 100);
//------------------------------------------------------------------------------
minSegments = MathF.Truncate(MathF.Ceiling((endAngle - startAngle) / 90));
var color = (segments >= minSegments) ? Color.Maroon : Color.DarkGray;
DrawText($"MODE: {((segments >= minSegments) ? "MANUAL" : "AUTO")}", 600, 200, 10, color);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
//----------------------------------------------------------------------------------
// Minimal raygui-like widgets (plain raylib re-implementation)
//----------------------------------------------------------------------------------
private static void GuiSliderBar(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
{
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (hover && IsMouseButtonDown(MouseButton.Left))
{
value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
if (value < minValue) value = minValue;
if (value > maxValue) value = maxValue;
}
DrawRectangleRec(bounds, Color.LightGray);
float pct = (value - minValue) / (maxValue - minValue);
DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), Color.SkyBlue);
DrawRectangleLinesEx(bounds, 1, Color.Gray);
if (!string.IsNullOrEmpty(textLeft)) DrawText(textLeft, (int)bounds.X - MeasureText(textLeft, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
if (!string.IsNullOrEmpty(textRight)) DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - circle sector drawing");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw circle sector");
Vector2 center = new((GetScreenWidth() - 300) / 2, GetScreenHeight() / 2);
float outerRadius = 180.0f;
int startAngle = 0;
int endAngle = 180;
int segments = 0;
int minSegments = 4;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new DrawCircleSector();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// NOTE: All variables update happens inside GUI control functions
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawLine(500, 0, 500, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.6f));
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.3f));
DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, ColorAlpha(Color.Maroon, 0.3f));
DrawCircleSectorLines(
center,
outerRadius,
startAngle,
endAngle,
segments,
ColorAlpha(Color.Maroon, 0.6f)
);
// Draw GUI controls
//------------------------------------------------------------------------------
/*startAngle = GuiSliderBar(new Rectangle( 600, 40, 120, 20), "StartAngle", startAngle, 0, 720, true );
endAngle = GuiSliderBar(new Rectangle( 600, 70, 120, 20), "EndAngle", endAngle, 0, 720, true);
outerRadius = GuiSliderBar(new Rectangle( 600, 140, 120, 20), "Radius", outerRadius, 0, 200, true);
segments = GuiSliderBar(new Rectangle( 600, 170, 120, 20), "Segments", segments, 0, 100, true);*/
//------------------------------------------------------------------------------
minSegments = (int)MathF.Ceiling((endAngle - startAngle) / 90);
Color color = (segments >= minSegments) ? Color.Maroon : Color.DarkGray;
DrawText($"MODE: {((segments >= minSegments) ? "MANUAL" : "AUTO")}", 600, 270, 10, color);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -1,13 +1,17 @@
/*******************************************************************************************
*
* raylib [shapes] example - draw rectangle rounded (with gui options)
* raylib [shapes] example - rounded rectangle drawing
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2018 Vlad Adrian (@demizdor) and 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) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -15,91 +19,154 @@ using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public class DrawRectangleRounded
public partial class DrawRectangleRounded : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Draw Rectangle Rounded";
public string Title => "raylib [shapes] example - rounded rectangle drawing";
private float roundness;
private float width;
private float height;
private float segments;
private float lineThick;
private bool drawRect;
private bool drawRoundedRect;
private bool drawRoundedLines;
public void Init()
{
roundness = 0.2f;
width = 200.0f;
height = 100.0f;
segments = 0.0f;
lineThick = 1.0f;
drawRect = false;
drawRoundedRect = true;
drawRoundedLines = false;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
Rectangle rec = new(
((float)GetScreenWidth() - width - 250) / 2,
(GetScreenHeight() - height) / 2.0f,
(float)width,
(float)height
);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawLine(560, 0, 560, GetScreenHeight(), Fade(Color.LightGray, 0.6f));
DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(Color.LightGray, 0.3f));
if (drawRect)
{
DrawRectangleRec(rec, Fade(Color.Gold, 0.6f));
}
if (drawRoundedRect)
{
DrawRectangleRounded(rec, roundness, (int)segments, Fade(Color.Maroon, 0.2f));
}
if (drawRoundedLines)
{
DrawRectangleRoundedLinesEx(rec, roundness, (int)segments, lineThick, Fade(Color.Maroon, 0.4f));
}
// Draw GUI controls
//------------------------------------------------------------------------------
GuiSliderBar(new Rectangle(640, 40, 105, 20), "Width", $"{width:F2}", ref width, 0, (float)GetScreenWidth() - 300);
GuiSliderBar(new Rectangle(640, 70, 105, 20), "Height", $"{height:F2}", ref height, 0, (float)GetScreenHeight() - 50);
GuiSliderBar(new Rectangle(640, 140, 105, 20), "Roundness", $"{roundness:F2}", ref roundness, 0.0f, 1.0f);
GuiSliderBar(new Rectangle(640, 170, 105, 20), "Thickness", $"{lineThick:F2}", ref lineThick, 0, 20);
GuiSliderBar(new Rectangle(640, 240, 105, 20), "Segments", $"{segments:F2}", ref segments, 0, 60);
GuiCheckBox(new Rectangle(640, 320, 20, 20), "DrawRoundedRect", ref drawRoundedRect);
GuiCheckBox(new Rectangle(640, 350, 20, 20), "DrawRoundedLines", ref drawRoundedLines);
GuiCheckBox(new Rectangle(640, 380, 20, 20), "DrawRect", ref drawRect);
//------------------------------------------------------------------------------
var text = $"MODE: {((segments >= 4) ? "MANUAL" : "AUTO")}";
DrawText(text, 640, 280, 10, (segments >= 4) ? Color.Maroon : Color.DarkGray);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
//----------------------------------------------------------------------------------
// Minimal raygui-like widgets (plain raylib re-implementation)
//----------------------------------------------------------------------------------
private static void GuiSliderBar(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
{
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (hover && IsMouseButtonDown(MouseButton.Left))
{
value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
if (value < minValue) value = minValue;
if (value > maxValue) value = maxValue;
}
DrawRectangleRec(bounds, Color.LightGray);
float pct = (value - minValue) / (maxValue - minValue);
DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), Color.SkyBlue);
DrawRectangleLinesEx(bounds, 1, Color.Gray);
if (!string.IsNullOrEmpty(textLeft)) DrawText(textLeft, (int)bounds.X - MeasureText(textLeft, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
if (!string.IsNullOrEmpty(textRight)) DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
private static void GuiCheckBox(Rectangle bounds, string text, ref bool active)
{
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (hover && IsMouseButtonPressed(MouseButton.Left)) active = !active;
DrawRectangleLinesEx(bounds, 1, hover ? Color.DarkBlue : Color.Gray);
if (active) DrawRectangle((int)bounds.X + 4, (int)bounds.Y + 4, (int)bounds.Width - 8, (int)bounds.Height - 8, Color.DarkGray);
if (text != null) DrawText(text, (int)(bounds.X + bounds.Width + 8), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rounded rectangle drawing");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw rectangle rounded");
float roundness = 0.2f;
int width = 400;
int height = 200;
int segments = 0;
int lineThick = 10;
bool drawRect = false;
bool drawRoundedRect = false;
bool drawRoundedLines = true;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new DrawRectangleRounded();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
Rectangle rec = new(
(GetScreenWidth() - width - 250) / 2.0f,
(GetScreenHeight() - height) / 2.0f,
(float)width,
(float)height
);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawLine(560, 0, 560, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.6f));
DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.3f));
if (drawRect)
{
DrawRectangleRec(rec, ColorAlpha(Color.Gold, 0.6f));
}
if (drawRoundedRect)
{
DrawRectangleRounded(rec, roundness, segments, ColorAlpha(Color.Maroon, 0.2f));
}
if (drawRoundedLines)
{
DrawRectangleRoundedLinesEx(rec, roundness, segments, (float)lineThick, ColorAlpha(Color.Maroon, 0.4f));
}
// Draw GUI controls
//------------------------------------------------------------------------------
/*width = GuiSliderBar(new Rectangle( 640, 40, 105, 20 ), "Width", width, 0, GetScreenWidth() - 300, true );
height = GuiSliderBar(new Rectangle( 640, 70, 105, 20 ), "Height", height, 0, GetScreenHeight() - 50, true);
roundness = GuiSliderBar(new Rectangle( 640, 140, 105, 20 ), "Roundness", roundness, 0.0f, 1.0f, true);
lineThick = GuiSliderBar(new Rectangle( 640, 170, 105, 20 ), "Thickness", lineThick, 0, 20, true);
segments = GuiSliderBar(new Rectangle( 640, 240, 105, 20), "Segments", segments, 0, 60, true);
drawRoundedRect = GuiCheckBox(new Rectangle( 640, 320, 20, 20 ), "DrawRoundedRect", drawRoundedRect);
drawRoundedLines = GuiCheckBox(new Rectangle( 640, 350, 20, 20 ), "DrawRoundedLines", drawRoundedLines);
drawRect = GuiCheckBox(new Rectangle( 640, 380, 20, 20), "DrawRect", drawRect);*/
//------------------------------------------------------------------------------
string text = $"MODE: {((segments >= 4) ? "MANUAL" : "AUTO")}";
DrawText(text, 640, 280, 10, (segments >= 4) ? Color.Maroon : Color.DarkGray);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -1,13 +1,17 @@
/*******************************************************************************************
*
* raylib [shapes] example - draw ring (with gui options)
* raylib [shapes] example - ring drawing
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2018 Vlad Adrian (@demizdor) and 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) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -17,114 +21,180 @@ using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public class DrawRing
public partial class DrawRing : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Draw Ring";
public string Title => "raylib [shapes] example - ring drawing";
private Vector2 center;
private float innerRadius;
private float outerRadius;
private float startAngle;
private float endAngle;
private float segments;
private bool drawRing;
private bool drawRingLines;
private bool drawCircleLines;
public void Init()
{
center = new((GetScreenWidth() - 300) / 2.0f, GetScreenHeight() / 2.0f);
innerRadius = 80.0f;
outerRadius = 190.0f;
startAngle = 0.0f;
endAngle = 360.0f;
segments = 0.0f;
drawRing = true;
drawRingLines = false;
drawCircleLines = false;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// NOTE: All variables update happens inside GUI control functions
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawLine(500, 0, 500, GetScreenHeight(), Fade(Color.LightGray, 0.6f));
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(Color.LightGray, 0.3f));
if (drawRing)
{
DrawRing(
center,
innerRadius,
outerRadius,
startAngle,
endAngle,
(int)segments,
Fade(Color.Maroon, 0.3f)
);
}
if (drawRingLines)
{
DrawRingLines(
center,
innerRadius,
outerRadius,
startAngle,
endAngle,
(int)segments,
Fade(Color.Black, 0.4f)
);
}
if (drawCircleLines)
{
DrawCircleSectorLines(
center,
outerRadius,
startAngle,
endAngle,
(int)segments,
Fade(Color.Black, 0.4f)
);
}
// Draw GUI controls
//------------------------------------------------------------------------------
GuiSliderBar(new Rectangle(600, 40, 120, 20), "StartAngle", $"{startAngle:F2}", ref startAngle, -450, 450);
GuiSliderBar(new Rectangle(600, 70, 120, 20), "EndAngle", $"{endAngle:F2}", ref endAngle, -450, 450);
GuiSliderBar(new Rectangle(600, 140, 120, 20), "InnerRadius", $"{innerRadius:F2}", ref innerRadius, 0, 100);
GuiSliderBar(new Rectangle(600, 170, 120, 20), "OuterRadius", $"{outerRadius:F2}", ref outerRadius, 0, 200);
GuiSliderBar(new Rectangle(600, 240, 120, 20), "Segments", $"{segments:F2}", ref segments, 0, 100);
GuiCheckBox(new Rectangle(600, 320, 20, 20), "Draw Ring", ref drawRing);
GuiCheckBox(new Rectangle(600, 350, 20, 20), "Draw RingLines", ref drawRingLines);
GuiCheckBox(new Rectangle(600, 380, 20, 20), "Draw CircleLines", ref drawCircleLines);
//------------------------------------------------------------------------------
var minSegments = (int)MathF.Ceiling((endAngle - startAngle) / 90);
var color = (segments >= minSegments) ? Color.Maroon : Color.DarkGray;
DrawText($"MODE: {((segments >= minSegments) ? "MANUAL" : "AUTO")}", 600, 270, 10, color);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
//----------------------------------------------------------------------------------
// Minimal raygui-like widgets (plain raylib re-implementation)
//----------------------------------------------------------------------------------
private static void GuiSliderBar(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
{
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (hover && IsMouseButtonDown(MouseButton.Left))
{
value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
if (value < minValue) value = minValue;
if (value > maxValue) value = maxValue;
}
DrawRectangleRec(bounds, Color.LightGray);
float pct = (value - minValue) / (maxValue - minValue);
DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), Color.SkyBlue);
DrawRectangleLinesEx(bounds, 1, Color.Gray);
if (!string.IsNullOrEmpty(textLeft)) DrawText(textLeft, (int)bounds.X - MeasureText(textLeft, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
if (!string.IsNullOrEmpty(textRight)) DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
private static void GuiCheckBox(Rectangle bounds, string text, ref bool active)
{
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (hover && IsMouseButtonPressed(MouseButton.Left)) active = !active;
DrawRectangleLinesEx(bounds, 1, hover ? Color.DarkBlue : Color.Gray);
if (active) DrawRectangle((int)bounds.X + 4, (int)bounds.Y + 4, (int)bounds.Width - 8, (int)bounds.Height - 8, Color.DarkGray);
if (text != null) DrawText(text, (int)(bounds.X + bounds.Width + 8), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ring drawing");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw ring");
Vector2 center = new((GetScreenWidth() - 300) / 2, GetScreenHeight() / 2);
float innerRadius = 80.0f;
float outerRadius = 190.0f;
int startAngle = 0;
int endAngle = 360;
int segments = 0;
int minSegments = 4;
bool drawRing = true;
bool drawRingLines = false;
bool drawCircleLines = false;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new DrawRing();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// NOTE: All variables update happens inside GUI control functions
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawLine(500, 0, 500, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.6f));
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.3f));
if (drawRing)
{
DrawRing(
center,
innerRadius,
outerRadius,
startAngle,
endAngle,
segments,
ColorAlpha(Color.Maroon, 0.3f)
);
}
if (drawRingLines)
{
DrawRingLines(
center,
innerRadius,
outerRadius,
startAngle,
endAngle,
segments,
ColorAlpha(Color.Black, 0.4f)
);
}
if (drawCircleLines)
{
DrawCircleSectorLines(
center,
outerRadius,
startAngle,
endAngle,
segments,
ColorAlpha(Color.Black, 0.4f)
);
}
// Draw GUI controls
//------------------------------------------------------------------------------
/*startAngle = GuiSliderBar(new Rectangle( 600, 40, 120, 20 ), "StartAngle", startAngle, -450, 450, true);
endAngle = GuiSliderBar(new Rectangle( 600, 70, 120, 20 ), "EndAngle", endAngle, -450, 450, true);
innerRadius = GuiSliderBar(new Rectangle( 600, 140, 120, 20 ), "InnerRadius", innerRadius, 0, 100, true);
outerRadius = GuiSliderBar(new Rectangle( 600, 170, 120, 20 ), "OuterRadius", outerRadius, 0, 200, true);
segments = GuiSliderBar(new Rectangle( 600, 240, 120, 20 ), "Segments", segments, 0, 100, true);
drawRing = GuiCheckBox(new Rectangle( 600, 320, 20, 20 ), "Draw Ring", drawRing);
drawRingLines = GuiCheckBox(new Rectangle( 600, 350, 20, 20 ), "Draw RingLines", drawRingLines);
drawCircleLines = GuiCheckBox(new Rectangle( 600, 380, 20, 20 ), "Draw CircleLines", drawCircleLines);*/
//------------------------------------------------------------------------------
minSegments = (int)MathF.Ceiling((endAngle - startAngle) / 90);
Color color = (segments >= minSegments) ? Color.Maroon : Color.DarkGray;
DrawText($"MODE: {((segments >= minSegments) ? "MANUAL" : "AUTO")}", 600, 270, 10, color);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -1,11 +1,15 @@
/*******************************************************************************************
*
* raylib [shapes] example - easings ball anim
* raylib [shapes] example - easings ball
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 2/4
*
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* 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) 2014-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -14,114 +18,138 @@ using Examples.Shared;
namespace Examples.Shapes;
public class EasingsBallAnim
public partial class EasingsBallAnim : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Easings Ball Anim";
public string Title => "raylib [shapes] example - easings ball";
// Ball variable value to be animated with easings
private int ballPositionX;
private int ballRadius;
private float ballAlpha;
private int state;
private int framesCounter;
public void Init()
{
ballPositionX = -100;
ballRadius = 20;
ballAlpha = 0.0f;
state = 0;
framesCounter = 0;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (state == 0) // Move ball position X with easing
{
framesCounter++;
ballPositionX = (int)Easings.EaseElasticOut(framesCounter, -100, screenWidth / 2.0f + 100, 120);
if (framesCounter >= 120)
{
framesCounter = 0;
state = 1;
}
}
else if (state == 1) // Increase ball radius with easing
{
framesCounter++;
ballRadius = (int)Easings.EaseElasticIn(framesCounter, 20, 500, 200);
if (framesCounter >= 200)
{
framesCounter = 0;
state = 2;
}
}
else if (state == 2) // Change ball alpha with easing (background color blending)
{
framesCounter++;
ballAlpha = Easings.EaseCubicOut(framesCounter, 0.0f, 1.0f, 200);
if (framesCounter >= 200)
{
framesCounter = 0;
state = 3;
}
}
else if (state == 3) // Reset state to play again
{
if (IsKeyPressed(KeyboardKey.Enter))
{
// Reset required variables to play again
ballPositionX = -100;
ballRadius = 20;
ballAlpha = 0.0f;
state = 0;
}
}
if (IsKeyPressed(KeyboardKey.R))
{
framesCounter = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (state >= 2)
{
DrawRectangle(0, 0, screenWidth, screenHeight, Color.Green);
}
DrawCircle(ballPositionX, 200, ballRadius, Fade(Color.Red, 1.0f - ballAlpha));
if (state == 3)
{
DrawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, Color.Black);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim");
// Ball variable value to be animated with easings
int ballPositionX = -100;
int ballRadius = 20;
float ballAlpha = 0.0f;
int state = 0;
int framesCounter = 0;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new EasingsBallAnim();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (state == 0) // Move ball position X with easing
{
framesCounter += 1;
ballPositionX = (int)Easings.EaseElasticOut(framesCounter, -100, screenWidth / 2 + 100, 120);
if (framesCounter >= 120)
{
framesCounter = 0;
state = 1;
}
}
// Increase ball radius with easing
else if (state == 1)
{
framesCounter += 1;
ballRadius = (int)Easings.EaseElasticIn(framesCounter, 20, 500, 200);
if (framesCounter >= 200)
{
framesCounter = 0;
state = 2;
}
}
// Change ball alpha with easing (background color blending)
else if (state == 2)
{
framesCounter += 1;
ballAlpha = Easings.EaseCubicOut(framesCounter, 0.0f, 1.0f, 200);
if (framesCounter >= 200)
{
framesCounter = 0;
state = 3;
}
}
// Reset state to play again
else if (state == 3)
{
if (IsKeyPressed(KeyboardKey.Enter))
{
// Reset required variables to play again
ballPositionX = -100;
ballRadius = 20;
ballAlpha = 0.0f;
state = 0;
}
}
if (IsKeyPressed(KeyboardKey.R))
{
framesCounter = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (state >= 2)
{
DrawRectangle(0, 0, screenWidth, screenHeight, Color.Green);
}
DrawCircle(ballPositionX, 200, ballRadius, ColorAlpha(Color.Red, 1.0f - ballAlpha));
if (state == 3)
{
DrawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, Color.Black);
}
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -1,11 +1,15 @@
/*******************************************************************************************
*
* raylib [shapes] example - easings box anim
* raylib [shapes] example - easings box
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 2/4
*
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* 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) 2014-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -15,129 +19,152 @@ using Examples.Shared;
namespace Examples.Shapes;
public class EasingsBoxAnim
public partial class EasingsBoxAnim : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Easings Box Anim";
public string Title => "raylib [shapes] example - easings box";
// Box variables to be animated with easings
private Rectangle rec;
private float rotation;
private float alpha;
private int state;
private int framesCounter;
public void Init()
{
rec = new(GetScreenWidth() / 2.0f, -100, 100, 100);
rotation = 0.0f;
alpha = 1.0f;
state = 0;
framesCounter = 0;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
switch (state)
{
case 0: // Move box down to center of screen
framesCounter++;
// NOTE: Remember that 3rd parameter of easing function refers to
// desired value variation, do not confuse it with expected final value!
rec.Y = Easings.EaseElasticOut(framesCounter, -100, GetScreenHeight() / 2.0f + 100, 120);
if (framesCounter >= 120)
{
framesCounter = 0;
state = 1;
}
break;
case 1: // Scale box to an horizontal bar
framesCounter++;
rec.Height = Easings.EaseBounceOut(framesCounter, 100, -90, 120);
rec.Width = Easings.EaseBounceOut(framesCounter, 100, GetScreenWidth(), 120);
if (framesCounter >= 120)
{
framesCounter = 0;
state = 2;
}
break;
case 2: // Rotate horizontal bar rectangle
framesCounter++;
rotation = Easings.EaseQuadOut(framesCounter, 0.0f, 270.0f, 240);
if (framesCounter >= 240)
{
framesCounter = 0;
state = 3;
}
break;
case 3: // Increase bar size to fill all screen
framesCounter++;
rec.Height = Easings.EaseCircOut(framesCounter, 10, GetScreenWidth(), 120);
if (framesCounter >= 120)
{
framesCounter = 0;
state = 4;
}
break;
case 4: // Fade out animation
framesCounter++;
alpha = Easings.EaseSineOut(framesCounter, 1.0f, -1.0f, 160);
if (framesCounter >= 160)
{
framesCounter = 0;
state = 5;
}
break;
default:
break;
}
// Reset animation at any moment
if (IsKeyPressed(KeyboardKey.Space))
{
rec = new Rectangle(GetScreenWidth() / 2.0f, -100, 100, 100);
rotation = 0.0f;
alpha = 1.0f;
state = 0;
framesCounter = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawRectanglePro(
rec,
new Vector2(rec.Width / 2, rec.Height / 2),
rotation,
Fade(Color.Black, alpha)
);
DrawText("PRESS [SPACE] TO RESET BOX ANIMATION!", 10, GetScreenHeight() - 25, 20, Color.LightGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box anim");
// Box variables to be animated with easings
Rectangle rec = new(GetScreenWidth() / 2, -100, 100, 100);
float rotation = 0.0f;
float alpha = 1.0f;
int state = 0;
int framesCounter = 0;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new EasingsBoxAnim();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
switch (state)
{
// Move box down to center of screen
case 0:
framesCounter += 1;
// NOTE: Remember that 3rd parameter of easing function refers to
// desired value variation, do not confuse it with expected final value!
rec.Y = Easings.EaseElasticOut(framesCounter, -100, GetScreenHeight() / 2 + 100, 120);
if (framesCounter >= 120)
{
framesCounter = 0;
state = 1;
}
break;
// Scale box to an horizontal bar
case 1:
framesCounter += 1;
rec.Height = Easings.EaseBounceOut(framesCounter, 100, -90, 120);
rec.Width = Easings.EaseBounceOut(framesCounter, 100, GetScreenWidth(), 120);
if (framesCounter >= 120)
{
framesCounter = 0;
state = 2;
}
break;
// Rotate horizontal bar rectangle
case 2:
framesCounter += 1;
rotation = Easings.EaseQuadOut(framesCounter, 0.0f, 270.0f, 240);
if (framesCounter >= 240)
{
framesCounter = 0;
state = 3;
}
break;
// Increase bar size to fill all screen
case 3:
framesCounter += 1;
rec.Height = Easings.EaseCircOut(framesCounter, 10, GetScreenWidth(), 120);
if (framesCounter >= 120)
{
framesCounter = 0;
state = 4;
}
break;
// Fade out animation
case 4:
framesCounter++;
alpha = Easings.EaseSineOut(framesCounter, 1.0f, -1.0f, 160);
if (framesCounter >= 160)
{
framesCounter = 0;
state = 5;
}
break;
default:
break;
}
// Reset animation at any moment
if (IsKeyPressed(KeyboardKey.Space))
{
rec = new Rectangle(GetScreenWidth() / 2, -100, 100, 100);
rotation = 0.0f;
alpha = 1.0f;
state = 0;
framesCounter = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawRectanglePro(
rec,
new Vector2(rec.Width / 2, rec.Height / 2),
rotation,
ColorAlpha(Color.Black, alpha)
);
DrawText("PRESS [SPACE] TO RESET BOX ANIMATION!", 10, GetScreenHeight() - 25, 20, Color.LightGray);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -1,14 +1,18 @@
/*******************************************************************************************
*
* raylib [shapes] example - easings rectangle array
* raylib [shapes] example - easings rectangles
*
* Example complexity rating: [] 3/4
*
* NOTE: This example requires 'easings.h' library, provided on raylib/src. Just copy
* the library to same directory as example or make sure it's available on include path.
* the library to same directory as example or make sure it's available on include path
*
* This example has been created using raylib 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 2.0, last time updated with raylib 2.5
*
* Copyright (c) 2014-2019 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) 2014-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -18,8 +22,11 @@ using Examples.Shared;
namespace Examples.Shapes;
public class EasingsRectangleArray
public partial class EasingsRectangleArray : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public const int RecsWidth = 50;
public const int RecsHeight = 50;
public const int MaxRecsX = 800 / RecsWidth;
@ -28,112 +35,133 @@ public class EasingsRectangleArray
// At 60 fps = 4 seconds
public const int PlayTimeInFrames = 240;
public static int Main()
public string Name => "Shapes / Easings Rectangle Array";
public string Title => "raylib [shapes] example - easings rectangles";
private Rectangle[] recs;
private float rotation;
private int framesCounter;
private int state; // Rectangles animation state: 0-Playing, 1-Finished
public void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
recs = new Rectangle[MaxRecsX * MaxRecsY];
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array");
Rectangle[] recs = new Rectangle[MaxRecsX * MaxRecsY];
for (int y = 0; y < MaxRecsY; y++)
for (var y = 0; y < MaxRecsY; y++)
{
for (int x = 0; x < MaxRecsX; x++)
for (var x = 0; x < MaxRecsX; x++)
{
recs[y * MaxRecsX + x].X = RecsWidth / 2 + RecsWidth * x;
recs[y * MaxRecsX + x].Y = RecsHeight / 2 + RecsHeight * y;
recs[y * MaxRecsX + x].X = RecsWidth / 2.0f + RecsWidth * x;
recs[y * MaxRecsX + x].Y = RecsHeight / 2.0f + RecsHeight * y;
recs[y * MaxRecsX + x].Width = RecsWidth;
recs[y * MaxRecsX + x].Height = RecsHeight;
}
}
float rotation = 0.0f;
int framesCounter = 0;
rotation = 0.0f;
framesCounter = 0;
state = 0;
}
// Rectangles animation state: 0-Playing, 1-Finished
int state = 0;
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (state == 0)
{
framesCounter++;
SetTargetFPS(60);
for (var i = 0; i < MaxRecsX * MaxRecsY; i++)
{
recs[i].Height = Easings.EaseCircOut(framesCounter, RecsHeight, -RecsHeight, PlayTimeInFrames);
recs[i].Width = Easings.EaseCircOut(framesCounter, RecsWidth, -RecsWidth, PlayTimeInFrames);
if (recs[i].Height < 0)
{
recs[i].Height = 0;
}
if (recs[i].Width < 0)
{
recs[i].Width = 0;
}
// Finish playing
if ((recs[i].Height == 0) && (recs[i].Width == 0))
{
state = 1;
}
rotation = Easings.EaseLinearIn(framesCounter, 0.0f, 360.0f, PlayTimeInFrames);
}
}
else if ((state == 1) && IsKeyPressed(KeyboardKey.Space))
{
// When animation has finished, press space to restart
framesCounter = 0;
for (var i = 0; i < MaxRecsX * MaxRecsY; i++)
{
recs[i].Height = RecsHeight;
recs[i].Width = RecsWidth;
}
state = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (state == 0)
{
for (var i = 0; i < MaxRecsX * MaxRecsY; i++)
{
DrawRectanglePro(
recs[i],
new Vector2(recs[i].Width / 2, recs[i].Height / 2),
rotation,
Color.Red
);
}
}
else if (state == 1)
{
DrawText("PRESS [SPACE] TO PLAY AGAIN!", 240, 200, 20, Color.Gray);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangles");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new EasingsRectangleArray();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (state == 0)
{
framesCounter++;
for (int i = 0; i < MaxRecsX * MaxRecsY; i++)
{
recs[i].Height = Easings.EaseCircOut(framesCounter, RecsHeight, -RecsHeight, PlayTimeInFrames);
recs[i].Width = Easings.EaseCircOut(framesCounter, RecsWidth, -RecsWidth, PlayTimeInFrames);
if (recs[i].Height < 0)
{
recs[i].Height = 0;
}
if (recs[i].Width < 0)
{
recs[i].Width = 0;
}
// Finish playing
if ((recs[i].Height == 0) && (recs[i].Width == 0))
{
state = 1;
}
rotation = Easings.EaseLinearIn(framesCounter, 0.0f, 360.0f, PlayTimeInFrames);
}
}
else if ((state == 1) && IsKeyPressed(KeyboardKey.Space))
{
// When animation has finished, press space to restart
framesCounter = 0;
for (int i = 0; i < MaxRecsX * MaxRecsY; i++)
{
recs[i].Height = RecsHeight;
recs[i].Width = RecsWidth;
}
state = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (state == 0)
{
for (int i = 0; i < MaxRecsX * MaxRecsY; i++)
{
DrawRectanglePro(
recs[i],
new Vector2(recs[i].Width / 2, recs[i].Height / 2),
rotation,
Color.Red
);
}
}
else if (state == 1)
{
DrawText("PRESS [SPACE] TO PLAY AGAIN!", 240, 200, 20, Color.Gray);
}
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -0,0 +1,230 @@
/*******************************************************************************************
*
* raylib [shapes] example - easings testbed
*
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* Example contributed by Juan Miguel López (@flashback-fx) 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) 2019-2025 Juan Miguel López (@flashback-fx) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System;
using System.Numerics;
using Examples.Shared;
using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public partial class EasingsTestbed : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int FONT_SIZE = 20;
private const float D_STEP = 20.0f;
private const float D_STEP_FINE = 2.0f;
private const float D_MIN = 1.0f;
private const float D_MAX = 10000.0f;
public string Name => "Shapes / Easings Testbed";
public string Title => "raylib [shapes] example - easings testbed";
// Easing types
private const int EASE_LINEAR_NONE = 0;
private const int NUM_EASING_TYPES = 27;
private const int EASING_NONE = NUM_EASING_TYPES;
// NoEase function, used when "no easing" is selected for any axis
// It just ignores all parameters besides b
private static float NoEase(float t, float b, float c, float d)
{
// Hack to avoid compiler warning (about unused variables)
float burn = t + b + c + d;
d += burn;
return b;
}
// Easing functions reference data
private string[] easingNames;
private Func<float, float, float, float, float>[] easingFuncs;
private Vector2 ballPosition;
private float t; // Current time (in any unit measure, but same unit as duration)
private float d; // Total time it should take to complete (duration)
private bool paused;
private bool boundedT; // If true, t will stop when d >= td, otherwise t will keep adding td to its value every loop
private int easingX; // Easing selected for x axis
private int easingY; // Easing selected for y axis
public void Init()
{
easingNames = new string[]
{
"EaseLinearNone", "EaseLinearIn", "EaseLinearOut", "EaseLinearInOut",
"EaseSineIn", "EaseSineOut", "EaseSineInOut",
"EaseCircIn", "EaseCircOut", "EaseCircInOut",
"EaseCubicIn", "EaseCubicOut", "EaseCubicInOut",
"EaseQuadIn", "EaseQuadOut", "EaseQuadInOut",
"EaseExpoIn", "EaseExpoOut", "EaseExpoInOut",
"EaseBackIn", "EaseBackOut", "EaseBackInOut",
"EaseBounceOut", "EaseBounceIn", "EaseBounceInOut",
"EaseElasticIn", "EaseElasticOut", "EaseElasticInOut",
"None",
};
easingFuncs = new Func<float, float, float, float, float>[]
{
Easings.EaseLinearNone, Easings.EaseLinearIn, Easings.EaseLinearOut, Easings.EaseLinearInOut,
Easings.EaseSineIn, Easings.EaseSineOut, Easings.EaseSineInOut,
Easings.EaseCircIn, Easings.EaseCircOut, Easings.EaseCircInOut,
Easings.EaseCubicIn, Easings.EaseCubicOut, Easings.EaseCubicInOut,
Easings.EaseQuadIn, Easings.EaseQuadOut, Easings.EaseQuadInOut,
Easings.EaseExpoIn, Easings.EaseExpoOut, Easings.EaseExpoInOut,
Easings.EaseBackIn, Easings.EaseBackOut, Easings.EaseBackInOut,
Easings.EaseBounceOut, Easings.EaseBounceIn, Easings.EaseBounceInOut,
Easings.EaseElasticIn, Easings.EaseElasticOut, Easings.EaseElasticInOut,
NoEase,
};
ballPosition = new Vector2(100.0f, 100.0f);
t = 0.0f;
d = 300.0f;
paused = true;
boundedT = true;
easingX = EASING_NONE;
easingY = EASING_NONE;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.T)) boundedT = !boundedT;
// Choose easing for the X axis
if (IsKeyPressed(KeyboardKey.Right))
{
easingX++;
if (easingX > EASING_NONE) easingX = 0;
}
else if (IsKeyPressed(KeyboardKey.Left))
{
if (easingX == 0) easingX = EASING_NONE;
else easingX--;
}
// Choose easing for the Y axis
if (IsKeyPressed(KeyboardKey.Down))
{
easingY++;
if (easingY > EASING_NONE) easingY = 0;
}
else if (IsKeyPressed(KeyboardKey.Up))
{
if (easingY == 0) easingY = EASING_NONE;
else easingY--;
}
// Change d (duration) value
if (IsKeyPressed(KeyboardKey.W) && (d < D_MAX - D_STEP)) d += D_STEP;
else if (IsKeyPressed(KeyboardKey.Q) && (d > D_MIN + D_STEP)) d -= D_STEP;
if (IsKeyDown(KeyboardKey.S) && (d < D_MAX - D_STEP_FINE)) d += D_STEP_FINE;
else if (IsKeyDown(KeyboardKey.A) && (d > D_MIN + D_STEP_FINE)) d -= D_STEP_FINE;
// Play, pause and restart controls
if (IsKeyPressed(KeyboardKey.Space) || IsKeyPressed(KeyboardKey.T) ||
IsKeyPressed(KeyboardKey.Right) || IsKeyPressed(KeyboardKey.Left) ||
IsKeyPressed(KeyboardKey.Down) || IsKeyPressed(KeyboardKey.Up) ||
IsKeyPressed(KeyboardKey.W) || IsKeyPressed(KeyboardKey.Q) ||
IsKeyDown(KeyboardKey.S) || IsKeyDown(KeyboardKey.A) ||
(IsKeyPressed(KeyboardKey.Enter) && (boundedT == true) && (t >= d)))
{
t = 0.0f;
ballPosition.X = 100.0f;
ballPosition.Y = 100.0f;
paused = true;
}
if (IsKeyPressed(KeyboardKey.Enter)) paused = !paused;
// Movement computation
if (!paused && ((boundedT && t < d) || !boundedT))
{
ballPosition.X = easingFuncs[easingX](t, 100.0f, 700.0f - 170.0f, d);
ballPosition.Y = easingFuncs[easingY](t, 100.0f, 400.0f - 170.0f, d);
t += 1.0f;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw information text
DrawText($"Easing x: {easingNames[easingX]}", 20, FONT_SIZE, FONT_SIZE, Color.LightGray);
DrawText($"Easing y: {easingNames[easingY]}", 20, FONT_SIZE * 2, FONT_SIZE, Color.LightGray);
DrawText($"t ({(boundedT == true ? 'b' : 'u')}) = {t:F2} d = {d:F2}", 20, FONT_SIZE * 3, FONT_SIZE, Color.LightGray);
// Draw instructions text
DrawText("Use ENTER to play or pause movement, use SPACE to restart", 20, GetScreenHeight() - FONT_SIZE * 2, FONT_SIZE, Color.LightGray);
DrawText("Use Q and W or A and S keys to change duration", 20, GetScreenHeight() - FONT_SIZE * 3, FONT_SIZE, Color.LightGray);
DrawText("Use LEFT or RIGHT keys to choose easing for the x axis", 20, GetScreenHeight() - FONT_SIZE * 4, FONT_SIZE, Color.LightGray);
DrawText("Use UP or DOWN keys to choose easing for the y axis", 20, GetScreenHeight() - FONT_SIZE * 5, FONT_SIZE, Color.LightGray);
// Draw ball
DrawCircleV(ballPosition, 16.0f, Color.Maroon);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings testbed");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new EasingsTestbed();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -0,0 +1,195 @@
/*******************************************************************************************
*
* raylib [shapes] example - ellipse collision
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* Example contributed by Ziya (@Monjaris)
*
* 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) 2025 Ziya (@Monjaris)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public partial class EllipseCollision : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Ellipse Collision";
public string Title => "raylib [shapes] example - collision ellipses";
private Vector2 ellipseACenter;
private float ellipseARx;
private float ellipseARy;
private Vector2 ellipseBCenter;
private float ellipseBRx;
private float ellipseBRy;
// 0 = controlling A, 1 = controlling B
private int controlled;
// Check if point is inside ellipse
private static bool CheckCollisionPointEllipse(Vector2 point, Vector2 center, float rx, float ry)
{
float dx = (point.X - center.X) / rx;
float dy = (point.Y - center.Y) / ry;
return (dx * dx + dy * dy) <= 1.0f;
}
// Check if two ellipses collide
// Uses radial boundary distance in the direction between centers — scales correctly with radii
private static bool CheckCollisionEllipses(Vector2 c1, float rx1, float ry1, Vector2 c2, float rx2, float ry2)
{
float dx = c2.X - c1.X;
float dy = c2.Y - c1.Y;
float dist = MathF.Sqrt(dx * dx + dy * dy);
// Ellipses are on top of each other
if (dist == 0.0f)
{
return true;
}
float theta = MathF.Atan2(dy, dx);
float cosT = MathF.Cos(theta);
float sinT = MathF.Sin(theta);
// Radial distance from center to ellipse boundary in direction theta
// r(theta) = (rx * ry) / sqrt((ry*cos)^2 + (rx*sin)^2)
float r1 = (rx1 * ry1) / MathF.Sqrt((ry1 * cosT) * (ry1 * cosT) + (rx1 * sinT) * (rx1 * sinT));
float r2 = (rx2 * ry2) / MathF.Sqrt((ry2 * cosT) * (ry2 * cosT) + (rx2 * sinT) * (rx2 * sinT));
return dist <= (r1 + r2);
}
public void Init()
{
ellipseACenter = new((float)screenWidth / 4, (float)screenHeight / 2);
ellipseARx = 120.0f;
ellipseARy = 70.0f;
ellipseBCenter = new((float)screenWidth * 3 / 4, (float)screenHeight / 2);
ellipseBRx = 90.0f;
ellipseBRy = 140.0f;
// 0 = controlling A, 1 = controlling B
controlled = 0;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.A))
{
controlled = 0;
}
if (IsKeyPressed(KeyboardKey.B))
{
controlled = 1;
}
if (controlled == 0)
{
ellipseACenter = GetMousePosition();
}
else
{
ellipseBCenter = GetMousePosition();
}
bool ellipsesCollide = CheckCollisionEllipses(
ellipseACenter, ellipseARx, ellipseARy,
ellipseBCenter, ellipseBRx, ellipseBRy
);
bool mouseInA = CheckCollisionPointEllipse(GetMousePosition(), ellipseACenter, ellipseARx, ellipseARy);
bool mouseInB = CheckCollisionPointEllipse(GetMousePosition(), ellipseBCenter, ellipseBRx, ellipseBRy);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawEllipse((int)ellipseACenter.X, (int)ellipseACenter.Y, ellipseARx, ellipseARy, ellipsesCollide ? Color.Red : Color.Blue);
DrawEllipse((int)ellipseBCenter.X, (int)ellipseBCenter.Y, ellipseBRx, ellipseBRy, ellipsesCollide ? Color.Red : Color.Green);
DrawEllipseLines((int)ellipseACenter.X, (int)ellipseACenter.Y, ellipseARx, ellipseARy, Color.White);
DrawEllipseLines((int)ellipseBCenter.X, (int)ellipseBCenter.Y, ellipseBRx, ellipseBRy, Color.White);
DrawCircleV(ellipseACenter, 4, Color.White);
DrawCircleV(ellipseBCenter, 4, Color.White);
if (ellipsesCollide)
{
DrawText("ELLIPSES COLLIDE", screenWidth / 2 - 120, 40, 28, Color.Red);
}
else
{
DrawText("NO COLLISION", screenWidth / 2 - 80, 40, 28, Color.DarkGray);
}
DrawText(controlled == 0 ? "Controlling: A" : "Controlling: B", 20, screenHeight - 40, 20, Color.Yellow);
if (mouseInA && controlled != 0)
{
DrawText("Mouse inside ellipse A", 20, screenHeight - 70, 20, Color.Blue);
}
if (mouseInB && controlled != 1)
{
DrawText("Mouse inside ellipse B", 20, screenHeight - 70, 20, Color.Green);
}
DrawText("Press [A] or [B] to switch control", 20, 20, 20, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision ellipses");
SetTargetFPS(60);
var game = new EllipseCollision();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -2,10 +2,14 @@
*
* raylib [shapes] example - following eyes
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 2/4
*
* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* 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) 2013-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -16,92 +20,127 @@ using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public class FollowingEyes
public partial class FollowingEyes : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Following Eyes";
public string Title => "raylib [shapes] example - following eyes";
private Vector2 scleraLeftPosition;
private Vector2 scleraRightPosition;
private float scleraRadius;
private Vector2 irisLeftPosition;
private Vector2 irisRightPosition;
private float irisRadius;
private float angle;
private float dx, dy, dxx, dyy;
public void Init()
{
scleraLeftPosition = new(GetScreenWidth() / 2.0f - 100.0f, GetScreenHeight() / 2.0f);
scleraRightPosition = new(GetScreenWidth() / 2.0f + 100.0f, GetScreenHeight() / 2.0f);
scleraRadius = 80;
irisLeftPosition = new(GetScreenWidth() / 2.0f - 100.0f, GetScreenHeight() / 2.0f);
irisRightPosition = new(GetScreenWidth() / 2.0f + 100.0f, GetScreenHeight() / 2.0f);
irisRadius = 24;
angle = 0.0f;
dx = 0.0f;
dy = 0.0f;
dxx = 0.0f;
dyy = 0.0f;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
irisLeftPosition = GetMousePosition();
irisRightPosition = GetMousePosition();
// Check not inside the left eye sclera
if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - irisRadius))
{
dx = irisLeftPosition.X - scleraLeftPosition.X;
dy = irisLeftPosition.Y - scleraLeftPosition.Y;
angle = MathF.Atan2(dy, dx);
dxx = (scleraRadius - irisRadius) * MathF.Cos(angle);
dyy = (scleraRadius - irisRadius) * MathF.Sin(angle);
irisLeftPosition.X = scleraLeftPosition.X + dxx;
irisLeftPosition.Y = scleraLeftPosition.Y + dyy;
}
// Check not inside the right eye sclera
if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - irisRadius))
{
dx = irisRightPosition.X - scleraRightPosition.X;
dy = irisRightPosition.Y - scleraRightPosition.Y;
angle = MathF.Atan2(dy, dx);
dxx = (scleraRadius - irisRadius) * MathF.Cos(angle);
dyy = (scleraRadius - irisRadius) * MathF.Sin(angle);
irisRightPosition.X = scleraRightPosition.X + dxx;
irisRightPosition.Y = scleraRightPosition.Y + dyy;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawCircleV(scleraLeftPosition, scleraRadius, Color.LightGray);
DrawCircleV(irisLeftPosition, irisRadius, Color.Brown);
DrawCircleV(irisLeftPosition, 10, Color.Black);
DrawCircleV(scleraRightPosition, scleraRadius, Color.LightGray);
DrawCircleV(irisRightPosition, irisRadius, Color.DarkGreen);
DrawCircleV(irisRightPosition, 10, Color.Black);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
Vector2 scleraLeftPosition = new(GetScreenWidth() / 2 - 100, GetScreenHeight() / 2);
Vector2 scleraRightPosition = new(GetScreenWidth() / 2 + 100, GetScreenHeight() / 2);
float scleraRadius = 80;
Vector2 irisLeftPosition = new(GetScreenWidth() / 2 - 100, GetScreenHeight() / 2);
Vector2 irisRightPosition = new(GetScreenWidth() / 2 + 100, GetScreenHeight() / 2);
float irisRadius = 24;
float angle = 0.0f;
float dx = 0.0f, dy = 0.0f, dxx = 0.0f, dyy = 0.0f;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new FollowingEyes();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
irisLeftPosition = GetMousePosition();
irisRightPosition = GetMousePosition();
// Check not inside the left eye sclera
if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - 20))
{
dx = irisLeftPosition.X - scleraLeftPosition.X;
dy = irisLeftPosition.Y - scleraLeftPosition.Y;
angle = MathF.Atan2(dy, dx);
dxx = (scleraRadius - irisRadius) * MathF.Cos(angle);
dyy = (scleraRadius - irisRadius) * MathF.Sin(angle);
irisLeftPosition.X = scleraLeftPosition.X + dxx;
irisLeftPosition.Y = scleraLeftPosition.Y + dyy;
}
// Check not inside the right eye sclera
if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - 20))
{
dx = irisRightPosition.X - scleraRightPosition.X;
dy = irisRightPosition.Y - scleraRightPosition.Y;
angle = MathF.Atan2(dy, dx);
dxx = (scleraRadius - irisRadius) * MathF.Cos(angle);
dyy = (scleraRadius - irisRadius) * MathF.Sin(angle);
irisRightPosition.X = scleraRightPosition.X + dxx;
irisRightPosition.Y = scleraRightPosition.Y + dyy;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawCircleV(scleraLeftPosition, scleraRadius, Color.LightGray);
DrawCircleV(irisLeftPosition, irisRadius, Color.Brown);
DrawCircleV(irisLeftPosition, 10, Color.Black);
DrawCircleV(scleraRightPosition, scleraRadius, Color.LightGray);
DrawCircleV(irisRightPosition, irisRadius, Color.DarkGreen);
DrawCircleV(irisRightPosition, 10, Color.Black);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -0,0 +1,270 @@
/*******************************************************************************************
*
* raylib [shapes] example - hilbert curve
*
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Hamza RAHAL (@hmz-rhl) 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) 2025 Hamza RAHAL (@hmz-rhl)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public partial class HilbertCurve : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Hilbert Curve";
public string Title => "raylib [shapes] example - hilbert curve";
private int order;
private float size;
private int strokeCount;
private Vector2[] hilbertPath;
private int prevOrder;
private int prevSize; // NOTE: Size from slider is float but for comparison we use int
private int counter;
private float thick;
private bool animate;
public void Init()
{
order = 2;
size = (float)GetScreenHeight();
strokeCount = 0;
hilbertPath = LoadHilbertPath(order, size, out strokeCount);
prevOrder = order;
prevSize = (int)size;
counter = 0;
thick = 2.0f;
animate = true;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// Check if order or size have changed to regenerate
// NOTE: Size from slider is float but for comparison we use int
if ((prevOrder != order) || (prevSize != (int)size))
{
hilbertPath = LoadHilbertPath(order, size, out strokeCount);
if (animate) counter = 0;
else counter = strokeCount;
prevOrder = order;
prevSize = (int)size;
}
//----------------------------------------------------------------------------------
// Draw
//--------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (counter < strokeCount)
{
// Draw Hilbert path animation, one stroke every frame
for (int i = 1; i <= counter; i++)
{
DrawLineEx(hilbertPath[i], hilbertPath[i - 1], thick, ColorFromHSV(((float)i / strokeCount) * 360.0f, 1.0f, 1.0f));
}
counter += 1;
}
else
{
// Draw full Hilbert path
for (int i = 1; i < strokeCount; i++)
{
DrawLineEx(hilbertPath[i], hilbertPath[i - 1], thick, ColorFromHSV(((float)i / strokeCount) * 360.0f, 1.0f, 1.0f));
}
}
// Draw UI (minimal raygui-like controls, raygui is not bound in raylib-cs)
GuiCheckBox(new Rectangle(450, 50, 20, 20), "ANIMATE GENERATION ON CHANGE", ref animate);
GuiSpinner(new Rectangle(585, 100, 180, 30), "HILBERT CURVE ORDER: ", ref order, 2, 8);
GuiSlider(new Rectangle(524, 150, 240, 24), "THICKNESS: ", null, ref thick, 1.0f, 10.0f);
GuiSlider(new Rectangle(524, 190, 240, 24), "TOTAL SIZE: ", null, ref size, 10.0f, GetScreenHeight() * 1.5f);
EndDrawing();
//--------------------------------------------------------------------------
}
public void Unload()
{
}
//------------------------------------------------------------------------------------
// Module Functions Definition
//------------------------------------------------------------------------------------
// Load the whole Hilbert Path (including each U and their link)
private static Vector2[] LoadHilbertPath(int order, float size, out int strokeCount)
{
int N = 1 << order;
float len = size / N;
strokeCount = N * N;
Vector2[] hilbertPath = new Vector2[strokeCount];
for (int i = 0; i < strokeCount; i++)
{
hilbertPath[i] = ComputeHilbertStep(order, i);
hilbertPath[i].X = hilbertPath[i].X * len + len / 2.0f;
hilbertPath[i].Y = hilbertPath[i].Y * len + len / 2.0f;
}
return hilbertPath;
}
// Compute Hilbert path U positions
private static Vector2 ComputeHilbertStep(int order, int index)
{
// Hilbert points base pattern
Vector2[] hilbertPoints = new Vector2[4]
{
new Vector2(0, 0),
new Vector2(0, 1),
new Vector2(1, 1),
new Vector2(1, 0),
};
int hilbertIndex = index & 3;
Vector2 vect = hilbertPoints[hilbertIndex];
float temp = 0.0f;
int len = 0;
for (int j = 1; j < order; j++)
{
index = index >> 2;
hilbertIndex = index & 3;
len = 1 << j;
switch (hilbertIndex)
{
case 0:
{
temp = vect.X;
vect.X = vect.Y;
vect.Y = temp;
} break;
case 2:
{
vect.X += len;
vect.Y += len;
} break;
case 1: vect.Y += len; break;
case 3:
{
temp = len - 1 - vect.X;
vect.X = 2 * len - 1 - vect.Y;
vect.Y = temp;
} break;
default: break;
}
}
return vect;
}
//----------------------------------------------------------------------------------
// Minimal raygui-like widgets (plain raylib re-implementation)
//----------------------------------------------------------------------------------
private static void GuiCheckBox(Rectangle bounds, string text, ref bool active)
{
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (hover && IsMouseButtonPressed(MouseButton.Left)) active = !active;
DrawRectangleLinesEx(bounds, 1, hover ? Color.DarkBlue : Color.Gray);
if (active) DrawRectangle((int)bounds.X + 4, (int)bounds.Y + 4, (int)bounds.Width - 8, (int)bounds.Height - 8, Color.DarkGray);
if (text != null) DrawText(text, (int)(bounds.X + bounds.Width + 8), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
private static void GuiSpinner(Rectangle bounds, string text, ref int value, int minValue, int maxValue)
{
Vector2 mouse = GetMousePosition();
Rectangle left = new Rectangle(bounds.X, bounds.Y, bounds.Height, bounds.Height);
Rectangle right = new Rectangle(bounds.X + bounds.Width - bounds.Height, bounds.Y, bounds.Height, bounds.Height);
Rectangle mid = new Rectangle(bounds.X + bounds.Height, bounds.Y, bounds.Width - 2 * bounds.Height, bounds.Height);
if (CheckCollisionPointRec(mouse, left) && IsMouseButtonPressed(MouseButton.Left) && value > minValue) value--;
if (CheckCollisionPointRec(mouse, right) && IsMouseButtonPressed(MouseButton.Left) && value < maxValue) value++;
DrawRectangleRec(mid, Color.RayWhite);
DrawRectangleLinesEx(mid, 1, Color.Gray);
DrawRectangleRec(left, Color.LightGray);
DrawRectangleLinesEx(left, 1, Color.Gray);
DrawRectangleRec(right, Color.LightGray);
DrawRectangleLinesEx(right, 1, Color.Gray);
DrawText("-", (int)(left.X + left.Width / 2 - 2), (int)(left.Y + left.Height / 2 - 5), 10, Color.DarkGray);
DrawText("+", (int)(right.X + right.Width / 2 - 3), (int)(right.Y + right.Height / 2 - 5), 10, Color.DarkGray);
string vs = value.ToString();
DrawText(vs, (int)(mid.X + mid.Width / 2 - MeasureText(vs, 10) / 2), (int)(mid.Y + mid.Height / 2 - 5), 10, Color.DarkGray);
if (text != null) DrawText(text, (int)bounds.X - MeasureText(text, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
private static void GuiSlider(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
{
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (hover && IsMouseButtonDown(MouseButton.Left))
{
value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
if (value < minValue) value = minValue;
if (value > maxValue) value = maxValue;
}
DrawRectangleRec(bounds, Color.LightGray);
float pct = (value - minValue) / (maxValue - minValue);
float handleX = bounds.X + pct * bounds.Width;
DrawRectangle((int)(handleX - 5), (int)bounds.Y, 10, (int)bounds.Height, Color.DarkGray);
DrawRectangleLinesEx(bounds, 1, Color.Gray);
if (textLeft != null) DrawText(textLeft, (int)bounds.X - MeasureText(textLeft, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
if (textRight != null) DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - hilbert curve");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new HilbertCurve();
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;
}
}

View file

@ -0,0 +1,224 @@
/*******************************************************************************************
*
* raylib [shapes] example - kaleidoscope
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Hugo ARNAL (@hugoarnal) 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) 2025 Hugo ARNAL (@hugoarnal) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Raymath;
namespace Examples.Shapes;
public partial class Kaleidoscope : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int MAX_DRAW_LINES = 8192;
// Line data type
private struct Line
{
public Vector2 Start;
public Vector2 End;
}
public string Name => "Shapes / Kaleidoscope";
public string Title => "raylib [shapes] example - kaleidoscope";
public int TargetFps => 20;
// Lines array as a global static variable to be stored
// in heap and avoid potential stack overflow (on Web platform)
private Line[] lines;
// Line drawing properties
private int symmetry;
private float angle;
private float thickness;
private Rectangle resetButtonRec;
private Rectangle backButtonRec;
private Rectangle nextButtonRec;
private Vector2 mousePos;
private Vector2 prevMousePos;
private Vector2 scaleVector;
private Vector2 offset;
private Camera2D camera;
private int currentLineCounter;
private int totalLineCounter;
private bool resetButtonClicked;
private bool backButtonClicked;
private bool nextButtonClicked;
public void Init()
{
lines = new Line[MAX_DRAW_LINES];
// Line drawing properties
symmetry = 6;
angle = 360.0f / (float)symmetry;
thickness = 3.0f;
resetButtonRec = new(screenWidth - 55.0f, 5.0f, 50, 25);
backButtonRec = new(screenWidth - 55.0f, screenHeight - 30.0f, 25, 25);
nextButtonRec = new(screenWidth - 30.0f, screenHeight - 30.0f, 25, 25);
mousePos = new(0, 0);
prevMousePos = new(0, 0);
scaleVector = new(1.0f, -1.0f);
offset = new((float)screenWidth / 2.0f, (float)screenHeight / 2.0f);
camera = new();
camera.Target = new(0, 0);
camera.Offset = offset;
camera.Rotation = 0.0f;
camera.Zoom = 1.0f;
currentLineCounter = 0;
totalLineCounter = 0;
resetButtonClicked = false;
backButtonClicked = false;
nextButtonClicked = false;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
prevMousePos = mousePos;
mousePos = GetMousePosition();
Vector2 lineStart = Vector2Subtract(mousePos, offset);
Vector2 lineEnd = Vector2Subtract(prevMousePos, offset);
if (
IsMouseButtonDown(MouseButton.Left)
&& !CheckCollisionPointRec(mousePos, resetButtonRec)
&& !CheckCollisionPointRec(mousePos, backButtonRec)
&& !CheckCollisionPointRec(mousePos, nextButtonRec)
)
{
for (int s = 0; (s < symmetry) && (totalLineCounter < (MAX_DRAW_LINES - 1)); s++)
{
lineStart = Vector2Rotate(lineStart, angle * DEG2RAD);
lineEnd = Vector2Rotate(lineEnd, angle * DEG2RAD);
// Store mouse line
lines[totalLineCounter].Start = lineStart;
lines[totalLineCounter].End = lineEnd;
// Store reflective line
lines[totalLineCounter + 1].Start = Vector2Multiply(lineStart, scaleVector);
lines[totalLineCounter + 1].End = Vector2Multiply(lineEnd, scaleVector);
totalLineCounter += 2;
currentLineCounter = totalLineCounter;
}
}
if (resetButtonClicked)
{
Array.Clear(lines, 0, MAX_DRAW_LINES);
currentLineCounter = 0;
totalLineCounter = 0;
}
if (backButtonClicked && (currentLineCounter > 0))
{
currentLineCounter -= 1;
}
if (nextButtonClicked && (currentLineCounter < MAX_DRAW_LINES) && ((currentLineCounter + 1) <= totalLineCounter))
{
currentLineCounter += 1;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode2D(camera);
for (int s = 0; s < symmetry; s++)
{
for (int i = 0; i < currentLineCounter; i += 2)
{
DrawLineEx(lines[i].Start, lines[i].End, thickness, Color.Black);
DrawLineEx(lines[i + 1].Start, lines[i + 1].End, thickness, Color.Black);
}
}
EndMode2D();
// NOTE: raygui is not bound in raylib-cs, so the on-screen back/next/reset
// controls are unavailable; drawing with the mouse still works.
//------------------------------------------------------------------------------
/*
if ((currentLineCounter - 1) < 0) GuiDisable();
backButtonClicked = GuiButton(backButtonRec, "<");
GuiEnable();
if ((currentLineCounter + 1) > totalLineCounter) GuiDisable();
nextButtonClicked = GuiButton(nextButtonRec, ">");
GuiEnable();
resetButtonClicked = GuiButton(resetButtonRec, "Reset");
*/
//------------------------------------------------------------------------------
DrawText($"LINES: {currentLineCounter}/{MAX_DRAW_LINES}", 10, screenHeight - 30, 20, Color.Maroon);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - kaleidoscope");
SetTargetFPS(20);
//--------------------------------------------------------------------------------------
var game = new Kaleidoscope();
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;
}
}

View file

@ -1,11 +1,15 @@
/*******************************************************************************************
*
* raylib [shapes] example - Cubic-bezier lines
* raylib [shapes] example - lines bezier
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 1/4
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
* Example originally created with raylib 1.7, last time updated with raylib 1.7
*
* 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) 2017-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -14,54 +18,110 @@ using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public class LinesBezier
public partial class LinesBezier : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Lines Bezier";
public string Title => "raylib [shapes] example - lines bezier";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
private Vector2 startPoint;
private Vector2 endPoint;
private bool moveStartPoint;
private bool moveEndPoint;
public void Init()
{
startPoint = new(30, 30);
endPoint = new(screenWidth - 30, screenHeight - 30);
moveStartPoint = false;
moveEndPoint = false;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
var mouse = GetMousePosition();
if (CheckCollisionPointCircle(mouse, startPoint, 10.0f) && IsMouseButtonDown(MouseButton.Left))
{
moveStartPoint = true;
}
else if (CheckCollisionPointCircle(mouse, endPoint, 10.0f) && IsMouseButtonDown(MouseButton.Left))
{
moveEndPoint = true;
}
if (moveStartPoint)
{
startPoint = mouse;
if (IsMouseButtonReleased(MouseButton.Left))
{
moveStartPoint = false;
}
}
if (moveEndPoint)
{
endPoint = mouse;
if (IsMouseButtonReleased(MouseButton.Left))
{
moveEndPoint = false;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("MOVE START-END POINTS WITH MOUSE", 15, 20, 20, Color.Gray);
// Draw line Cubic Bezier, in-out interpolation (easing), no control points
DrawLineBezier(startPoint, endPoint, 4.0f, Color.Blue);
// Draw start-end spline circles with some details
DrawCircleV(startPoint, CheckCollisionPointCircle(mouse, startPoint, 10.0f) ? 14.0f : 8.0f, moveStartPoint ? Color.Red : Color.Blue);
DrawCircleV(endPoint, CheckCollisionPointCircle(mouse, endPoint, 10.0f) ? 14.0f : 8.0f, moveEndPoint ? Color.Red : Color.Blue);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - cubic-bezier lines");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - lines bezier");
Vector2 start = new(0, 0);
Vector2 end = new(screenWidth, screenHeight);
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new LinesBezier();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonDown(MouseButton.Left))
{
start = GetMousePosition();
}
else if (IsMouseButtonDown(MouseButton.Right))
{
end = GetMousePosition();
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("USE MOUSE LEFT-RIGHT CLICK to DEFINE LINE START and END POINTS", 15, 20, 20, Color.Gray);
DrawLineBezier(start, end, 2.0f, Color.Red);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

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@ -0,0 +1,173 @@
/*******************************************************************************************
*
* raylib [shapes] example - lines drawing
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 6.0, last time updated with raylib 5.6
*
* Example contributed by Robin (@RobinsAviary) 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) 2025 Robin (@RobinsAviary)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Raymath;
namespace Examples.Shapes;
public partial class LinesDrawing : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Lines Drawing";
public string Title => "raylib [shapes] example - lines drawing";
// Hint text that shows before you click the screen
private bool startText;
// The mouse's position on the previous frame
private Vector2 mousePositionPrevious;
// The canvas to draw lines on
private RenderTexture2D canvas;
// The line's thickness
private float lineThickness;
// The lines hue (in HSV, from 0-360)
private float lineHue;
public void Init()
{
// Hint text that shows before you click the screen
startText = true;
// The mouse's position on the previous frame
mousePositionPrevious = GetMousePosition();
// The canvas to draw lines on
canvas = LoadRenderTexture(screenWidth, screenHeight);
// The line's thickness
lineThickness = 8.0f;
// The lines hue (in HSV, from 0-360)
lineHue = 0.0f;
// Clear the canvas to the background color
BeginTextureMode(canvas);
ClearBackground(Color.RayWhite);
EndTextureMode();
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// Disable the hint text once the user clicks
if (IsMouseButtonPressed(MouseButton.Left) && startText) startText = false;
// Clear the canvas when the user middle-clicks
if (IsMouseButtonPressed(MouseButton.Middle))
{
BeginTextureMode(canvas);
ClearBackground(Color.RayWhite);
EndTextureMode();
}
// Store whether the left and right buttons are down
bool leftButtonDown = IsMouseButtonDown(MouseButton.Left);
bool rightButtonDown = IsMouseButtonDown(MouseButton.Right);
if (leftButtonDown || rightButtonDown)
{
// The color for the line
Color drawColor = Color.White;
if (leftButtonDown)
{
// Increase the hue value by the distance our cursor has moved since the last frame (divided by 3)
lineHue += Vector2Distance(mousePositionPrevious, GetMousePosition())/3.0f;
// While the hue is >=360, subtract it to bring it down into the range 0-360
// This is more visually accurate than resetting to zero
while (lineHue >= 360.0f) lineHue -= 360.0f;
// Create the final color
drawColor = ColorFromHSV(lineHue, 1.0f, 1.0f);
}
else if (rightButtonDown) drawColor = Color.RayWhite; // Use the background color as an "eraser"
// Draw the line onto the canvas
BeginTextureMode(canvas);
// Circles act as "caps", smoothing corners
DrawCircleV(mousePositionPrevious, lineThickness/2.0f, drawColor);
DrawCircleV(GetMousePosition(), lineThickness/2.0f, drawColor);
DrawLineEx(mousePositionPrevious, GetMousePosition(), lineThickness, drawColor);
EndTextureMode();
}
// Update line thickness based on mousewheel
lineThickness += GetMouseWheelMove();
lineThickness = Clamp(lineThickness, 1.0f, 500.0f);
// Update mouse's previous position
mousePositionPrevious = GetMousePosition();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
// Draw the render texture to the screen, flipped vertically to make it appear top-side up
DrawTextureRec(canvas.Texture, new Rectangle(0.0f, 0.0f, (float)canvas.Texture.Width, (float)-canvas.Texture.Height), Vector2Zero(), Color.White);
// Draw the preview circle
if (!leftButtonDown) DrawCircleLinesV(GetMousePosition(), lineThickness/2.0f, new Color(127, 127, 127, 127));
// Draw the hint text
if (startText) DrawText("try clicking and dragging!", 275, 215, 20, Color.LightGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadRenderTexture(canvas); // Unload the canvas render texture
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - lines drawing");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new LinesDrawing();
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;
}
}

View file

@ -1,11 +1,15 @@
/*******************************************************************************************
*
* raylib [shapes] example - raylib logo animation
* raylib [shapes] example - logo raylib anim
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 2/4
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
* Example originally created with raylib 2.5, last time updated with raylib 4.0
*
* 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) 2014-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -13,179 +17,207 @@ using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public class LogoRaylibAnim
public partial class LogoRaylibAnim : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Logo Raylib Anim";
public string Title => "raylib [shapes] example - logo raylib anim";
private int logoPositionX;
private int logoPositionY;
private int framesCounter;
private int lettersCount;
private int topSideRecWidth;
private int leftSideRecHeight;
private int bottomSideRecWidth;
private int rightSideRecHeight;
private int state; // Tracking animation states (State Machine)
private float alpha; // Useful for fading
private Color outline;
public void Init()
{
logoPositionX = screenWidth / 2 - 128;
logoPositionY = screenHeight / 2 - 128;
framesCounter = 0;
lettersCount = 0;
topSideRecWidth = 16;
leftSideRecHeight = 16;
bottomSideRecWidth = 16;
rightSideRecHeight = 16;
state = 0;
alpha = 1.0f;
outline = new(139, 71, 135, 255);
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (state == 0) // State 0: Small box blinking
{
framesCounter++;
if (framesCounter == 120)
{
state = 1;
framesCounter = 0; // Reset counter... will be used later...
}
}
else if (state == 1) // State 1: Top and left bars growing
{
topSideRecWidth += 4;
leftSideRecHeight += 4;
if (topSideRecWidth == 256)
{
state = 2;
}
}
else if (state == 2) // State 2: Bottom and right bars growing
{
bottomSideRecWidth += 4;
rightSideRecHeight += 4;
if (bottomSideRecWidth == 256)
{
state = 3;
}
}
else if (state == 3) // State 3: Letters appearing (one by one)
{
framesCounter++;
// Every 12 frames, one more letter!
if (framesCounter / 12 != 0)
{
lettersCount++;
framesCounter = 0;
}
// When all letters have appeared, just fade out everything
if (lettersCount >= 10)
{
alpha -= 0.02f;
if (alpha <= 0.0f)
{
alpha = 0.0f;
state = 4;
}
}
}
else if (state == 4) // State 4: Reset and Replay
{
if (IsKeyPressed(KeyboardKey.R))
{
framesCounter = 0;
lettersCount = 0;
topSideRecWidth = 16;
leftSideRecHeight = 16;
bottomSideRecWidth = 16;
rightSideRecHeight = 16;
alpha = 1.0f;
state = 0; // Return to State 0
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (state == 0)
{
if ((framesCounter / 15) % 2 != 0)
{
DrawRectangle(logoPositionX, logoPositionY, 16, 16, outline);
}
}
else if (state == 1)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, outline);
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, outline);
}
else if (state == 2)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, outline);
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, outline);
DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, outline);
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, outline);
}
else if (state == 3)
{
var outlineFade = Fade(outline, alpha);
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, outlineFade);
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, outlineFade);
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, outlineFade);
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, outlineFade);
var whiteFade = Fade(Color.RayWhite, alpha);
DrawRectangle(screenWidth / 2 - 112, screenHeight / 2 - 112, 224, 224, whiteFade);
var label = Fade(new Color(155, 79, 151, 255), alpha);
var text = "raylib".SubText(0, lettersCount);
DrawText(text, screenWidth / 2 - 44, screenHeight / 2 + 28, 50, label);
DrawText("cs".SubText(0, lettersCount), screenWidth / 2 - 44, screenHeight / 2 + 58, 50, label);
}
else if (state == 4)
{
DrawText("[R] REPLAY", 340, 200, 20, Color.Gray);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - logo raylib anim");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo animation");
int logoPositionX = screenWidth / 2 - 128;
int logoPositionY = screenHeight / 2 - 128;
int framesCounter = 0;
int lettersCount = 0;
int topSideRecWidth = 16;
int leftSideRecHeight = 16;
int bottomSideRecWidth = 16;
int rightSideRecHeight = 16;
// Tracking animation states (State Machine)
int state = 0;
// Useful for fading
float alpha = 1.0f;
Color outline = new(139, 71, 135, 255);
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new LogoRaylibAnim();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// State 0: Small box blinking
if (state == 0)
{
framesCounter++;
// Reset counter... will be used later...
if (framesCounter == 120)
{
state = 1;
framesCounter = 0;
}
}
// State 1: Top and left bars growing
else if (state == 1)
{
topSideRecWidth += 4;
leftSideRecHeight += 4;
if (topSideRecWidth == 256)
{
state = 2;
}
}
// State 2: Bottom and right bars growing
else if (state == 2)
{
bottomSideRecWidth += 4;
rightSideRecHeight += 4;
if (bottomSideRecWidth == 256)
{
state = 3;
}
}
// State 3: Letters appearing (one by one)
else if (state == 3)
{
framesCounter++;
// Every 12 frames, one more letter!
if (framesCounter / 12 != 0)
{
lettersCount++;
framesCounter = 0;
}
// When all letters have appeared, just fade out everything
if (lettersCount >= 10)
{
alpha -= 0.02f;
if (alpha <= 0.0f)
{
alpha = 0.0f;
state = 4;
}
}
}
// State 4: Reset and Replay
else if (state == 4)
{
if (IsKeyPressed(KeyboardKey.R))
{
framesCounter = 0;
lettersCount = 0;
topSideRecWidth = 16;
leftSideRecHeight = 16;
bottomSideRecWidth = 16;
rightSideRecHeight = 16;
// Return to State 0
alpha = 1.0f;
state = 0;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (state == 0)
{
if ((framesCounter / 15) % 2 != 0)
{
DrawRectangle(logoPositionX, logoPositionY, 16, 16, outline);
}
}
else if (state == 1)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, outline);
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, outline);
}
else if (state == 2)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, outline);
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, outline);
DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, outline);
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, outline);
}
else if (state == 3)
{
Color outlineFade = ColorAlpha(outline, alpha);
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, outlineFade);
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, outlineFade);
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, outlineFade);
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, outlineFade);
Color whiteFade = ColorAlpha(Color.RayWhite, alpha);
DrawRectangle(screenWidth / 2 - 112, screenHeight / 2 - 112, 224, 224, whiteFade);
Color label = ColorAlpha(new Color(155, 79, 151, 255), alpha);
string text = "raylib".SubText(0, lettersCount);
DrawText(text, screenWidth / 2 - 44, screenHeight / 2 + 28, 50, label);
DrawText("cs".SubText(0, lettersCount), screenWidth / 2 - 44, screenHeight / 2 + 58, 50, label);
}
else if (state == 4)
{
DrawText("[R] REPLAY", 340, 200, 20, Color.Gray);
}
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -1,11 +1,15 @@
/*******************************************************************************************
*
* raylib [shapes] example - Draw raylib logo using basic shapes
* raylib [shapes] example - logo raylib
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 1/4
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
* Example originally created with raylib 1.0, last time updated with raylib 1.0
*
* 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) 2014-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -13,47 +17,64 @@ using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public class LogoRaylibShape
public partial class LogoRaylibShape : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Logo Raylib Shape";
public string Title => "raylib [shapes] example - logo raylib";
public void Init()
{
}
public void Update()
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawRectangle(screenWidth / 2 - 128, screenHeight / 2 - 128, 256, 256, new Color(139, 71, 135, 255));
DrawRectangle(screenWidth / 2 - 112, screenHeight / 2 - 112, 224, 224, Color.RayWhite);
DrawText("raylib", screenWidth / 2 - 44, screenHeight / 2 + 28, 50, new Color(155, 79, 151, 255));
DrawText("cs", screenWidth / 2 - 44, screenHeight / 2 + 58, 50, new Color(155, 79, 151, 255));
DrawText("this is NOT a texture!", 350, 370, 10, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - logo raylib");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes");
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new LogoRaylibShape();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawRectangle(screenWidth / 2 - 128, screenHeight / 2 - 128, 256, 256, new Color(139, 71, 135, 255));
DrawRectangle(screenWidth / 2 - 112, screenHeight / 2 - 112, 224, 224, Color.RayWhite);
DrawText("raylib", screenWidth / 2 - 44, screenHeight / 2 + 28, 50, new Color(155, 79, 151, 255));
DrawText("cs", screenWidth / 2 - 44, screenHeight / 2 + 58, 50, new Color(155, 79, 151, 255));
DrawText("this is NOT a texture!", 350, 370, 10, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -0,0 +1,141 @@
/*******************************************************************************************
*
* raylib [shapes] example - math angle rotation
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 6.0, last time updated with raylib 5.6
*
* Example contributed by Kris (@krispy-snacc) 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) 2025 Kris (@krispy-snacc)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public partial class MathAngleRotation : IExample
{
private const int screenWidth = 720;
private const int screenHeight = 400;
public string Name => "Shapes / Math Angle Rotation";
public string Title => "raylib [shapes] example - math angle rotation";
public int Width => screenWidth;
public int Height => screenHeight;
private Vector2 center;
private const float lineLength = 150.0f;
// Predefined angles for fixed lines
private int[] angles;
private int numAngles;
private float totalAngle; // Animated rotation angle
public void Init()
{
center = new Vector2(screenWidth/2.0f, screenHeight/2.0f);
// Predefined angles for fixed lines
angles = new[] { 0, 30, 60, 90 };
numAngles = angles.Length;
totalAngle = 0.0f; // Animated rotation angle
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
totalAngle += 1.0f; // degrees per frame
if (totalAngle >= 360.0f) totalAngle -= 360.0f;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.White);
DrawText("Fixed angles + rotating line", 10, 10, 20, Color.LightGray);
// Draw fixed-angle lines with colorful gradient
for (int i = 0; i < numAngles; i++)
{
float rad = angles[i]*DEG2RAD;
Vector2 end = new Vector2(center.X + MathF.Cos(rad)*lineLength,
center.Y + MathF.Sin(rad)*lineLength);
// Gradient color from green → cyan → blue → magenta
Color col;
switch(i)
{
case 0: col = Color.Green; break;
case 1: col = Color.Orange; break;
case 2: col = Color.Blue; break;
case 3: col = Color.Magenta; break;
default: col = Color.White; break;
}
DrawLineEx(center, end, 5.0f, col);
// Draw angle label slightly offset along the line
Vector2 textPos = new Vector2(center.X + MathF.Cos(rad)*(lineLength + 20),
center.Y + MathF.Sin(rad)*(lineLength + 20));
DrawText($"{angles[i]}°", (int)textPos.X, (int)textPos.Y, 20, col);
}
// Draw animated rotating line with changing color
float animRad = totalAngle*DEG2RAD;
Vector2 animEnd = new Vector2(center.X + MathF.Cos(animRad)*lineLength,
center.Y + MathF.Sin(animRad)*lineLength);
// Cycle through HSV colors for animated line
Color animCol = ColorFromHSV(totalAngle % 360.0f, 0.8f, 0.9f);
DrawLineEx(center, animEnd, 5.0f, animCol);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - math angle rotation");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new MathAngleRotation();
game.Init();
// Main game loop
while (!WindowShouldClose())
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
}

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/*******************************************************************************************
*
* raylib [shapes] example - math sine cosine
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by Jopestpe (@jopestpe) 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) 2025 Jopestpe (@jopestpe)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Raymath;
namespace Examples.Shapes;
public partial class MathSineCosine : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
// Wave points for sine/cosine visualization
private const int WAVE_POINTS = 36;
public string Name => "Shapes / Math Sine Cosine";
public string Title => "raylib [shapes] example - math sine cosine";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
private Vector2[] sinePoints;
private Vector2[] cosPoints;
private Vector2 center;
private Rectangle start;
private float radius;
private float angle;
private bool pause;
public void Init()
{
sinePoints = new Vector2[WAVE_POINTS];
cosPoints = new Vector2[WAVE_POINTS];
center = new((screenWidth / 2.0f) - 30.0f, screenHeight / 2.0f);
start = new(20.0f, screenHeight - 120.0f, 200.0f, 100.0f);
radius = 130.0f;
angle = 0.0f;
pause = false;
for (int i = 0; i < WAVE_POINTS; i++)
{
float t = i / (float)(WAVE_POINTS - 1);
float currentAngle = t * 360.0f * DEG2RAD;
sinePoints[i] = new(start.X + t * start.Width, start.Y + start.Height / 2.0f - MathF.Sin(currentAngle) * (start.Height / 2.0f));
cosPoints[i] = new(start.X + t * start.Width, start.Y + start.Height / 2.0f - MathF.Cos(currentAngle) * (start.Height / 2.0f));
}
}
public unsafe void Update()
{
// Update
//----------------------------------------------------------------------------------
float angleRad = angle * DEG2RAD;
float cosRad = MathF.Cos(angleRad);
float sinRad = MathF.Sin(angleRad);
Vector2 point = new(center.X + cosRad * radius, center.Y - sinRad * radius);
Vector2 limitMin = new(center.X - radius, center.Y - radius);
Vector2 limitMax = new(center.X + radius, center.Y + radius);
float complementary = 90.0f - angle;
float supplementary = 180.0f - angle;
float explementary = 360.0f - angle;
float tangent = Clamp(MathF.Tan(angleRad), -10.0f, 10.0f);
float cotangent = (MathF.Abs(tangent) > 0.001f) ? Clamp(1.0f / tangent, -radius, radius) : 0.0f;
Vector2 tangentPoint = new(center.X + radius, center.Y - tangent * radius);
Vector2 cotangentPoint = new(center.X + cotangent * radius, center.Y - radius);
angle = Wrap(angle + (!pause ? 1.0f : 0.0f), 0.0f, 360.0f);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Cotangent (orange)
DrawLineEx(new Vector2(center.X, limitMin.Y), new Vector2(cotangentPoint.X, limitMin.Y), 2.0f, Color.Orange);
DrawLineDashed(center, cotangentPoint, 10, 4, Color.Orange);
// Side background
DrawLine(580, 0, 580, GetScreenHeight(), new Color(218, 218, 218, 255));
DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), new Color(232, 232, 232, 255));
// Base circle and axes
DrawCircleLinesV(center, radius, Color.Gray);
DrawLineEx(new Vector2(center.X, limitMin.Y), new Vector2(center.X, limitMax.Y), 1.0f, Color.Gray);
DrawLineEx(new Vector2(limitMin.X, center.Y), new Vector2(limitMax.X, center.Y), 1.0f, Color.Gray);
// Wave graph axes
DrawLineEx(new Vector2(start.X, start.Y), new Vector2(start.X, start.Y + start.Height), 2.0f, Color.Gray);
DrawLineEx(new Vector2(start.X + start.Width, start.Y), new Vector2(start.X + start.Width, start.Y + start.Height), 2.0f, Color.Gray);
DrawLineEx(new Vector2(start.X, start.Y + start.Height / 2), new Vector2(start.X + start.Width, start.Y + start.Height / 2), 2.0f, Color.Gray);
// Wave graph axis labels
DrawText("1", (int)start.X - 8, (int)start.Y, 6, Color.Gray);
DrawText("0", (int)start.X - 8, (int)start.Y + (int)start.Height / 2 - 6, 6, Color.Gray);
DrawText("-1", (int)start.X - 12, (int)start.Y + (int)start.Height - 8, 6, Color.Gray);
DrawText("0", (int)start.X - 2, (int)start.Y + (int)start.Height + 4, 6, Color.Gray);
DrawText("360", (int)start.X + (int)start.Width - 8, (int)start.Y + (int)start.Height + 4, 6, Color.Gray);
// Sine (red - vertical)
DrawLineEx(new Vector2(center.X, center.Y), new Vector2(center.X, point.Y), 2.0f, Color.Red);
DrawLineDashed(new Vector2(point.X, center.Y), new Vector2(point.X, point.Y), 10, 4, Color.Red);
DrawText($"Sine {sinRad:0.00}", 640, 190, 6, Color.Red);
DrawCircleV(new Vector2(start.X + (angle / 360.0f) * start.Width, start.Y + ((-sinRad + 1) * start.Height / 2.0f)), 4.0f, Color.Red);
fixed (Vector2* p = sinePoints) DrawSplineLinear(p, WAVE_POINTS, 1.0f, Color.Red);
// Cosine (blue - horizontal)
DrawLineEx(new Vector2(center.X, center.Y), new Vector2(point.X, center.Y), 2.0f, Color.Blue);
DrawLineDashed(new Vector2(center.X, point.Y), new Vector2(point.X, point.Y), 10, 4, Color.Blue);
DrawText($"Cosine {cosRad:0.00}", 640, 210, 6, Color.Blue);
DrawCircleV(new Vector2(start.X + (angle / 360.0f) * start.Width, start.Y + ((-cosRad + 1) * start.Height / 2.0f)), 4.0f, Color.Blue);
fixed (Vector2* p = cosPoints) DrawSplineLinear(p, WAVE_POINTS, 1.0f, Color.Blue);
// Tangent (purple)
DrawLineEx(new Vector2(limitMax.X, center.Y), new Vector2(limitMax.X, tangentPoint.Y), 2.0f, Color.Purple);
DrawLineDashed(center, tangentPoint, 10, 4, Color.Purple);
DrawText($"Tangent {tangent:0.00}", 640, 230, 6, Color.Purple);
// Cotangent (orange)
DrawText($"Cotangent {cotangent:0.00}", 640, 250, 6, Color.Orange);
// Complementary angle (beige)
DrawCircleSectorLines(center, radius * 0.6f, -angle, -90.0f, 36, Color.Beige);
DrawText($"Complementary {complementary:0}°", 640, 150, 6, Color.Beige);
// Supplementary angle (darkblue)
DrawCircleSectorLines(center, radius * 0.5f, -angle, -180.0f, 36, Color.DarkBlue);
DrawText($"Supplementary {supplementary:0}°", 640, 130, 6, Color.DarkBlue);
// Explementary angle (pink)
DrawCircleSectorLines(center, radius * 0.4f, -angle, -360.0f, 36, Color.Pink);
DrawText($"Explementary {explementary:0}°", 640, 170, 6, Color.Pink);
// Current angle - arc (lime), radius (black), endpoint (black)
DrawCircleSectorLines(center, radius * 0.7f, -angle, 0.0f, 36, Color.Lime);
DrawLineEx(new Vector2(center.X, center.Y), point, 2.0f, Color.Black);
DrawCircleV(point, 4.0f, Color.Black);
// Draw GUI controls
// NOTE: raygui is not bound in raylib-cs, so the Pause toggle and Angle slider
// are unavailable; the angle animates continuously.
//------------------------------------------------------------------------------
/*
GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(GRAY));
GuiToggle((Rectangle){ 640, 70, 120, 20}, TextFormat("Pause"), &pause);
GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(LIME));
GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f°", angle), &angle, 0.0f, 360.0f);
// Angle values panel
GuiGroupBox((Rectangle){ 620, 110, 140, 170}, "Angle Values");
*/
//------------------------------------------------------------------------------
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - math sine cosine");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new MathSineCosine();
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;
}
}

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/*******************************************************************************************
*
* raylib [shapes] example - Draw a mouse trail (position history)
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 5.6
*
* Example contributed by Balamurugan R (@Bala050814]) 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) 2025 Balamurugan R (@Bala050814)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public partial class MouseTrail : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
// Define the maximum number of positions to store in the trail
private const int MAX_TRAIL_LENGTH = 30;
public string Name => "Shapes / Mouse Trail";
public string Title => "raylib [shapes] example - mouse trail";
// Array to store the history of mouse positions (our fixed-size queue)
private Vector2[] trailPositions;
public void Init()
{
// Array to store the history of mouse positions (our fixed-size queue)
trailPositions = new Vector2[MAX_TRAIL_LENGTH];
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
Vector2 mousePosition = GetMousePosition();
// Shift all existing positions backward by one slot in the array
// The last element (the oldest position) is dropped
for (int i = MAX_TRAIL_LENGTH - 1; i > 0; i--)
{
trailPositions[i] = trailPositions[i - 1];
}
// Store the new, current mouse position at the start of the array (Index 0)
trailPositions[0] = mousePosition;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.Black);
// Draw the trail by looping through the history array
for (int i = 0; i < MAX_TRAIL_LENGTH; i++)
{
// Ensure we skip drawing if the array hasn't been fully filled on startup
if ((trailPositions[i].X != 0.0f) || (trailPositions[i].Y != 0.0f))
{
// Calculate relative trail strength (ratio is near 1.0 for new, near 0.0 for old)
float ratio = (float)(MAX_TRAIL_LENGTH - i)/MAX_TRAIL_LENGTH;
// Fade effect: oldest positions are more transparent
// Fade (color, alpha) - alpha is 0.5 to 1.0 based on ratio
Color trailColor = Fade(Color.SkyBlue, ratio*0.5f + 0.5f);
// Size effect: oldest positions are smaller
float trailRadius = 15.0f*ratio;
DrawCircleV(trailPositions[i], trailRadius, trailColor);
}
}
// Draw a distinct white circle for the current mouse position (Index 0)
DrawCircleV(mousePosition, 15.0f, Color.White);
DrawText("Move the mouse to see the trail effect!", 10, screenHeight - 30, 20, Color.LightGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - mouse trail");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new MouseTrail();
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;
}
}

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/*******************************************************************************************
*
* raylib [shapes] example - penrose tile
*
* Example complexity rating: [] 4/4
*
* Example originally created with raylib 5.5, last time updated with raylib 6.0
* Based on: https://processing.org/examples/penrosetile.html
*
* Example contributed by David Buzatto (@davidbuzatto) 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) 2025 David Buzatto (@davidbuzatto)
*
********************************************************************************************/
using System;
using System.Numerics;
using System.Collections.Generic;
using System.Text;
using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public partial class PenroseTile : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Penrose Tile";
public string Title => "raylib [shapes] example - penrose tile";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
public int TargetFps => 120;
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
private struct TurtleState
{
public Vector2 origin;
public float angle;
}
private class PenroseLSystem
{
public int steps;
public StringBuilder production;
public string ruleW;
public string ruleX;
public string ruleY;
public string ruleZ;
public float drawLength;
public float theta;
}
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
private Stack<TurtleState> turtleStack;
private const float drawLength = 460.0f;
private int minGenerations;
private int maxGenerations;
private int generations;
private PenroseLSystem ls;
public void Init()
{
turtleStack = new Stack<TurtleState>();
minGenerations = 0;
maxGenerations = 4;
generations = 0;
// Initialize new penrose tile
ls = CreatePenroseLSystem(drawLength * (generations / (float)maxGenerations));
for (int i = 0; i < generations; i++) BuildProductionStep(ls);
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
bool rebuild = false;
if (IsKeyPressed(KeyboardKey.Up))
{
if (generations < maxGenerations)
{
generations++;
rebuild = true;
}
}
else if (IsKeyPressed(KeyboardKey.Down))
{
if (generations > minGenerations)
{
generations--;
if (generations > 0) rebuild = true;
}
}
if (rebuild)
{
ls = CreatePenroseLSystem(drawLength * (generations / (float)maxGenerations));
for (int i = 0; i < generations; i++) BuildProductionStep(ls);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (generations > 0) DrawPenroseLSystem(ls);
DrawText("penrose l-system", 10, 10, 20, Color.DarkGray);
DrawText("press up or down to change generations", 10, 30, 20, Color.DarkGray);
DrawText($"generations: {generations}", 10, 50, 20, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Push turtle state for next step
private void PushTurtleState(TurtleState state)
{
turtleStack.Push(state);
}
// Pop turtle state step
private TurtleState PopTurtleState()
{
if (turtleStack.Count > 0) return turtleStack.Pop();
else TraceLog(TraceLogLevel.Warning, "TURTLE STACK UNDERFLOW!");
return new TurtleState();
}
// Create a new penrose tile structure
private static PenroseLSystem CreatePenroseLSystem(float drawLength)
{
PenroseLSystem ls = new PenroseLSystem
{
steps = 0,
ruleW = "YF++ZF4-XF[-YF4-WF]++",
ruleX = "+YF--ZF[3-WF--XF]+",
ruleY = "-WF++XF[+++YF++ZF]-",
ruleZ = "--YF++++WF[+ZF++++XF]--XF",
drawLength = drawLength,
theta = 36.0f // Degrees
};
ls.production = new StringBuilder("[X]++[X]++[X]++[X]++[X]");
return ls;
}
// Build next penrose step
private static void BuildProductionStep(PenroseLSystem ls)
{
StringBuilder newProduction = new StringBuilder();
string production = ls.production.ToString();
for (int i = 0; i < production.Length; i++)
{
char step = production[i];
switch (step)
{
case 'W': newProduction.Append(ls.ruleW); break;
case 'X': newProduction.Append(ls.ruleX); break;
case 'Y': newProduction.Append(ls.ruleY); break;
case 'Z': newProduction.Append(ls.ruleZ); break;
default:
{
if (step != 'F') newProduction.Append(step);
} break;
}
}
ls.drawLength *= 0.5f;
ls.production = newProduction;
}
// Draw penrose tile lines
private void DrawPenroseLSystem(PenroseLSystem ls)
{
Vector2 screenCenter = new Vector2(GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f);
TurtleState turtle = new TurtleState
{
origin = new Vector2(0, 0),
angle = -90.0f
};
int repeats = 1;
string production = ls.production.ToString();
int productionLength = production.Length;
ls.steps += 12;
if (ls.steps > productionLength) ls.steps = productionLength;
for (int i = 0; i < ls.steps; i++)
{
char step = production[i];
if (step == 'F')
{
for (int j = 0; j < repeats; j++)
{
Vector2 startPosWorld = turtle.origin;
float radAngle = DEG2RAD * turtle.angle;
turtle.origin.X += ls.drawLength * MathF.Cos(radAngle);
turtle.origin.Y += ls.drawLength * MathF.Sin(radAngle);
Vector2 startPosScreen = new Vector2(startPosWorld.X + screenCenter.X, startPosWorld.Y + screenCenter.Y);
Vector2 endPosScreen = new Vector2(turtle.origin.X + screenCenter.X, turtle.origin.Y + screenCenter.Y);
DrawLineEx(startPosScreen, endPosScreen, 2, Fade(Color.Black, 0.2f));
}
repeats = 1;
}
else if (step == '+')
{
for (int j = 0; j < repeats; j++) turtle.angle += ls.theta;
repeats = 1;
}
else if (step == '-')
{
for (int j = 0; j < repeats; j++) turtle.angle += -ls.theta;
repeats = 1;
}
else if (step == '[') PushTurtleState(turtle);
else if (step == ']') turtle = PopTurtleState();
else if ((step >= 48) && (step <= 57)) repeats = (int)step - 48;
}
turtleStack.Clear();
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - penrose tile");
SetTargetFPS(120); // Set our game to run at 120 frames-per-second
//---------------------------------------------------------------------------------------
var game = new PenroseTile();
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;
}
}

384
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/*******************************************************************************************
*
* raylib [shapes] example - pie chart
*
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Gideon Serfontein (@GideonSerf) 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) 2025 Gideon Serfontein (@GideonSerf)
*
********************************************************************************************/
using System;
using System.Numerics;
using System.Text;
using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public partial class PieChart : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int MAX_PIE_SLICES = 10; // Max pie slices
public string Name => "Shapes / Pie Chart";
public string Title => "raylib [shapes] example - pie chart";
private int sliceCount;
private float donutInnerRadius;
private float[] values;
private StringBuilder[] labels;
private bool[] editingLabel;
private bool showValues;
private bool showPercentages;
private bool showDonut;
private int hoveredSlice;
private Vector2 scrollContentOffset;
// UI layout parameters
private const int panelWidth = 270;
private const int panelMargin = 5;
private Vector2 panelPos;
private Rectangle panelRect;
private Rectangle canvas;
private Vector2 center;
private const float radius = 205.0f;
// Total value for percentage calculations
private float totalValue;
private int framesCounter;
// Minimal raygui-like global state
private static bool guiDisabled;
public void Init()
{
sliceCount = 7;
donutInnerRadius = 25.0f;
values = new float[MAX_PIE_SLICES] { 300.0f, 100.0f, 450.0f, 350.0f, 600.0f, 380.0f, 750.0f, 0.0f, 0.0f, 0.0f };
labels = new StringBuilder[MAX_PIE_SLICES];
editingLabel = new bool[MAX_PIE_SLICES];
for (int i = 0; i < MAX_PIE_SLICES; i++) labels[i] = new StringBuilder($"Slice {i + 1:D2}");
showValues = true;
showPercentages = false;
showDonut = false;
hoveredSlice = -1;
scrollContentOffset = new Vector2(0, 0);
// UI Panel top-left anchor
panelPos = new Vector2(
(float)screenWidth - panelMargin - panelWidth,
(float)panelMargin
);
// UI Panel rectangle
panelRect = new Rectangle(
panelPos.X, panelPos.Y,
(float)panelWidth,
(float)screenHeight - 2.0f * panelMargin
);
// Pie chart geometry
canvas = new Rectangle(0, 0, panelPos.X, (float)screenHeight);
center = new Vector2(canvas.Width / 2.0f, canvas.Height / 2.0f);
totalValue = 0.0f;
framesCounter = 0;
guiDisabled = false;
}
public void Update()
{
framesCounter++;
// Update
//----------------------------------------------------------------------------------
// Calculate total value for percentage calculations
totalValue = 0.0f;
for (int i = 0; i < sliceCount; i++) totalValue += values[i];
// Check for mouse hover over slices
hoveredSlice = -1; // Reset hovered slice
Vector2 mousePos = GetMousePosition();
if (CheckCollisionPointRec(mousePos, canvas)) // Only check if mouse is inside the canvas
{
float dx = mousePos.X - center.X;
float dy = mousePos.Y - center.Y;
float distance = MathF.Sqrt(dx * dx + dy * dy);
if (distance <= radius) // Inside the pie radius
{
float angle = MathF.Atan2(dy, dx) * RAD2DEG;
if (angle < 0) angle += 360;
float currentAngle = 0.0f;
for (int i = 0; i < sliceCount; i++)
{
float sweep = (totalValue > 0) ? (values[i] / totalValue) * 360.0f : 0.0f;
if ((angle >= currentAngle) && (angle < (currentAngle + sweep)))
{
hoveredSlice = i;
break;
}
currentAngle += sweep;
}
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw the pie chart on the canvas
float startAngle = 0.0f;
for (int i = 0; i < sliceCount; i++)
{
float sweepAngle = (totalValue > 0) ? (values[i] / totalValue) * 360.0f : 0.0f;
float midAngle = startAngle + sweepAngle / 2.0f; // Middle angle for label positioning
Color color = ColorFromHSV((float)i / sliceCount * 360.0f, 0.75f, 0.9f);
float currentRadius = radius;
// Make the hovered slice pop out by adding pixels to its radius
if (i == hoveredSlice) currentRadius += 20.0f;
// Draw the pie slice using raylib's DrawCircleSector function
DrawCircleSector(center, currentRadius, startAngle, startAngle + sweepAngle, 120, color);
// Draw the label for the current slice
if (values[i] > 0)
{
string labelText;
if (showValues && showPercentages) labelText = $"{values[i]:F1} ({(values[i] / totalValue) * 100.0f:F0}%)";
else if (showValues) labelText = $"{values[i]:F1}";
else if (showPercentages) labelText = $"{(values[i] / totalValue) * 100.0f:F0}%";
else labelText = "";
Vector2 textSize = MeasureTextEx(GetFontDefault(), labelText, 20, 1);
float labelRadius = radius * 0.7f;
Vector2 labelPos = new Vector2(center.X + MathF.Cos(midAngle * DEG2RAD) * labelRadius - textSize.X / 2.0f,
center.Y + MathF.Sin(midAngle * DEG2RAD) * labelRadius - textSize.Y / 2.0f);
DrawText(labelText, (int)labelPos.X, (int)labelPos.Y, 20, Color.White);
}
// Draw inner circle to create donut effect
// TODO: This is a hacky solution, better use DrawRing()
if (showDonut) DrawCircleV(center, donutInnerRadius, Color.RayWhite);
startAngle += sweepAngle;
}
// UI control panel (minimal raygui-like controls, raygui is not bound in raylib-cs)
DrawRectangleRec(panelRect, Fade(Color.LightGray, 0.5f));
DrawRectangleLinesEx(panelRect, 1.0f, Color.Gray);
GuiSpinner(new Rectangle(panelPos.X + 95, (float)panelPos.Y + 12, 125, 25), "Slices ", ref sliceCount, 1, MAX_PIE_SLICES);
GuiCheckBox(new Rectangle(panelPos.X + 20, (float)panelPos.Y + 12 + 40, 20, 20), "Show Values", ref showValues);
GuiCheckBox(new Rectangle(panelPos.X + 20, (float)panelPos.Y + 12 + 70, 20, 20), "Show Percentages", ref showPercentages);
GuiCheckBox(new Rectangle(panelPos.X + 20, (float)panelPos.Y + 12 + 100, 20, 20), "Make Donut", ref showDonut);
if (showDonut) GuiDisable();
GuiSliderBar(new Rectangle(panelPos.X + 80, (float)panelPos.Y + 12 + 130, panelRect.Width - 100, 30),
"Inner Radius", null, ref donutInnerRadius, 5.0f, radius - 10.0f);
GuiEnable();
GuiLine(new Rectangle(panelPos.X + 10, (float)panelPos.Y + 12 + 170, panelRect.Width - 20, 1));
// Scrollable area for slice editors
float scrollTop = (float)panelPos.Y + 12 + 190;
Rectangle scrollPanelBounds = new Rectangle(
panelPos.X + panelMargin,
scrollTop,
panelRect.Width - panelMargin * 2,
(panelRect.Y + panelRect.Height) - scrollTop - panelMargin);
int contentHeight = sliceCount * 35;
// Simple vertical scroll via mouse wheel while hovering the panel
if (CheckCollisionPointRec(GetMousePosition(), scrollPanelBounds))
{
scrollContentOffset.Y += GetMouseWheelMove() * 20.0f;
float minOffset = MathF.Min(0.0f, scrollPanelBounds.Height - contentHeight);
if (scrollContentOffset.Y < minOffset) scrollContentOffset.Y = minOffset;
if (scrollContentOffset.Y > 0.0f) scrollContentOffset.Y = 0.0f;
}
Rectangle view = scrollPanelBounds;
float contentX = view.X + scrollContentOffset.X; // Left of content
float contentY = view.Y + scrollContentOffset.Y; // Top of content
BeginScissorMode((int)view.X, (int)view.Y, (int)view.Width, (int)view.Height);
for (int i = 0; i < sliceCount; i++)
{
int rowY = (int)(contentY + 5 + i * 35);
// Color indicator
Color color = ColorFromHSV((float)i / sliceCount * 360.0f, 0.75f, 0.9f);
DrawRectangle((int)(contentX + 15), rowY + 5, 20, 20, color);
// Label textbox
if (GuiTextBox(new Rectangle(contentX + 45, (float)rowY, 75, 30), labels[i], 32, editingLabel[i])) editingLabel[i] = !editingLabel[i];
GuiSliderBar(new Rectangle(contentX + 130, (float)rowY, 110, 30), null, null, ref values[i], 0.0f, 1000.0f);
}
EndScissorMode();
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
//----------------------------------------------------------------------------------
// Minimal raygui-like widgets (plain raylib re-implementation)
//----------------------------------------------------------------------------------
private static void GuiDisable() => guiDisabled = true;
private static void GuiEnable() => guiDisabled = false;
private static void GuiLine(Rectangle bounds)
{
int y = (int)(bounds.Y + bounds.Height / 2);
DrawLine((int)bounds.X, y, (int)(bounds.X + bounds.Width), y, Color.Gray);
}
private static void GuiCheckBox(Rectangle bounds, string text, ref bool active)
{
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (!guiDisabled && hover && IsMouseButtonPressed(MouseButton.Left)) active = !active;
DrawRectangleLinesEx(bounds, 1, hover ? Color.DarkBlue : Color.Gray);
if (active) DrawRectangle((int)bounds.X + 4, (int)bounds.Y + 4, (int)bounds.Width - 8, (int)bounds.Height - 8, Color.DarkGray);
if (text != null) DrawText(text, (int)(bounds.X + bounds.Width + 8), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
private static void GuiSpinner(Rectangle bounds, string text, ref int value, int minValue, int maxValue)
{
Vector2 mouse = GetMousePosition();
Rectangle left = new Rectangle(bounds.X, bounds.Y, bounds.Height, bounds.Height);
Rectangle right = new Rectangle(bounds.X + bounds.Width - bounds.Height, bounds.Y, bounds.Height, bounds.Height);
Rectangle mid = new Rectangle(bounds.X + bounds.Height, bounds.Y, bounds.Width - 2 * bounds.Height, bounds.Height);
if (!guiDisabled && CheckCollisionPointRec(mouse, left) && IsMouseButtonPressed(MouseButton.Left) && value > minValue) value--;
if (!guiDisabled && CheckCollisionPointRec(mouse, right) && IsMouseButtonPressed(MouseButton.Left) && value < maxValue) value++;
DrawRectangleRec(mid, Color.RayWhite);
DrawRectangleLinesEx(mid, 1, Color.Gray);
DrawRectangleRec(left, Color.LightGray);
DrawRectangleLinesEx(left, 1, Color.Gray);
DrawRectangleRec(right, Color.LightGray);
DrawRectangleLinesEx(right, 1, Color.Gray);
DrawText("-", (int)(left.X + left.Width / 2 - 2), (int)(left.Y + left.Height / 2 - 5), 10, Color.DarkGray);
DrawText("+", (int)(right.X + right.Width / 2 - 3), (int)(right.Y + right.Height / 2 - 5), 10, Color.DarkGray);
string vs = value.ToString();
DrawText(vs, (int)(mid.X + mid.Width / 2 - MeasureText(vs, 10) / 2), (int)(mid.Y + mid.Height / 2 - 5), 10, Color.DarkGray);
if (text != null) DrawText(text, (int)bounds.X - MeasureText(text, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
private static void GuiSliderBar(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
{
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (!guiDisabled && hover && IsMouseButtonDown(MouseButton.Left))
{
value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
if (value < minValue) value = minValue;
if (value > maxValue) value = maxValue;
}
DrawRectangleRec(bounds, guiDisabled ? Color.Gray : Color.LightGray);
float pct = (value - minValue) / (maxValue - minValue);
DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), guiDisabled ? Color.DarkGray : Color.SkyBlue);
DrawRectangleLinesEx(bounds, 1, Color.Gray);
if (!string.IsNullOrEmpty(textLeft)) DrawText(textLeft, (int)bounds.X - MeasureText(textLeft, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
if (!string.IsNullOrEmpty(textRight)) DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
private bool GuiTextBox(Rectangle bounds, StringBuilder text, int maxChars, bool editMode)
{
bool pressed = false;
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (editMode)
{
int key = GetCharPressed();
while (key > 0)
{
if ((key >= 32) && (key <= 125) && (text.Length < maxChars - 1))
{
text.Append((char)key);
}
key = GetCharPressed();
}
if (IsKeyPressed(KeyboardKey.Backspace) && (text.Length > 0)) text.Remove(text.Length - 1, 1);
}
DrawRectangleRec(bounds, Color.RayWhite);
DrawRectangleLinesEx(bounds, editMode ? 2 : 1, editMode ? Color.Red : (hover ? Color.Blue : Color.Gray));
string content = text.ToString();
DrawText(content, (int)bounds.X + 4, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
if (editMode && ((framesCounter / 20) % 2 == 0))
{
DrawText("_", (int)bounds.X + 4 + MeasureText(content, 10), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
if (hover && IsMouseButtonPressed(MouseButton.Left)) pressed = true;
return pressed;
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - pie chart");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new PieChart();
game.Init();
// Main game loop
while (!WindowShouldClose())
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -0,0 +1,252 @@
/*******************************************************************************************
*
* raylib [shapes] example - rectangle advanced
*
* Example complexity rating: [] 4/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* Example contributed by Everton Jr. (@evertonse) 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) 2024-2025 Everton Jr. (@evertonse) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Rlgl;
namespace Examples.Shapes;
public partial class RectangleAdvanced : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Rectangle Advanced";
public string Title => "raylib [shapes] example - rectangle advanced";
public void Init()
{
}
public void Update()
{
// Update rectangle bounds
//----------------------------------------------------------------------------------
float width = GetScreenWidth() / 2.0f, height = GetScreenHeight() / 6.0f;
Rectangle rec = new Rectangle(
GetScreenWidth() / 2.0f - width / 2,
GetScreenHeight() / 2.0f - 5 * (height / 2),
width, height
);
//--------------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw All Rectangles with different roundess for each side and different gradients
DrawRectangleRoundedGradientH(rec, 0.8f, 0.8f, 36, Color.Blue, Color.Red);
rec.Y += rec.Height + 1;
DrawRectangleRoundedGradientH(rec, 0.5f, 1.0f, 36, Color.Red, Color.Pink);
rec.Y += rec.Height + 1;
DrawRectangleRoundedGradientH(rec, 1.0f, 0.5f, 36, Color.Red, Color.Blue);
rec.Y += rec.Height + 1;
DrawRectangleRoundedGradientH(rec, 0.0f, 1.0f, 36, Color.Blue, Color.Black);
rec.Y += rec.Height + 1;
DrawRectangleRoundedGradientH(rec, 1.0f, 0.0f, 36, Color.Blue, Color.Pink);
EndDrawing();
//--------------------------------------------------------------------------------------
}
public void Unload()
{
}
//--------------------------------------------------------------------------------------
// Module Functions Definition
//--------------------------------------------------------------------------------------
// Draw rectangle with rounded edges and horizontal gradient, with options to choose side of roundness
// NOTE: Adapted from both 'DrawRectangleRounded()' and 'DrawRectangleGradientH()' raylib [rshapes] implementations
private static void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, float roundnessRight, int segments, Color left, Color right)
{
// Neither side is rounded
if ((roundnessLeft <= 0.0f && roundnessRight <= 0.0f) || (rec.Width < 1) || (rec.Height < 1))
{
DrawRectangleGradientEx(rec, left, left, right, right);
return;
}
if (roundnessLeft >= 1.0f) roundnessLeft = 1.0f;
if (roundnessRight >= 1.0f) roundnessRight = 1.0f;
// Calculate corner radius both from right and left
float recSize = rec.Width > rec.Height ? rec.Height : rec.Width;
float radiusLeft = (recSize * roundnessLeft) / 2;
float radiusRight = (recSize * roundnessRight) / 2;
if (radiusLeft <= 0.0f) radiusLeft = 0.0f;
if (radiusRight <= 0.0f) radiusRight = 0.0f;
if (radiusRight <= 0.0f && radiusLeft <= 0.0f) return;
float stepLength = 90.0f / (float)segments;
/*
Diagram Copied here for reference, original at 'DrawRectangleRounded()' source code
P0____________________P1
/| |\
/1| 2 |3\
P7 /__|____________________|__\ P2
| |P8 P9| |
| 8 | 9 | 4 |
| __|____________________|__ |
P6 \ |P11 P10| / P3
\7| 6 |5/
\|____________________|/
P5 P4
*/
// Coordinates of the 12 points also adapted from `DrawRectangleRounded`
Vector2[] point = new Vector2[12]
{
// PO, P1, P2
new Vector2(rec.X + radiusLeft, rec.Y), new Vector2((rec.X + rec.Width) - radiusRight, rec.Y), new Vector2(rec.X + rec.Width, rec.Y + radiusRight),
// P3, P4
new Vector2(rec.X + rec.Width, (rec.Y + rec.Height) - radiusRight), new Vector2((rec.X + rec.Width) - radiusRight, rec.Y + rec.Height),
// P5, P6, P7
new Vector2(rec.X + radiusLeft, rec.Y + rec.Height), new Vector2(rec.X, (rec.Y + rec.Height) - radiusLeft), new Vector2(rec.X, rec.Y + radiusLeft),
// P8, P9
new Vector2(rec.X + radiusLeft, rec.Y + radiusLeft), new Vector2((rec.X + rec.Width) - radiusRight, rec.Y + radiusRight),
// P10, P11
new Vector2((rec.X + rec.Width) - radiusRight, (rec.Y + rec.Height) - radiusRight), new Vector2(rec.X + radiusLeft, (rec.Y + rec.Height) - radiusLeft)
};
Vector2[] centers = new Vector2[4] { point[8], point[9], point[10], point[11] };
float[] angles = new float[4] { 180.0f, 270.0f, 0.0f, 90.0f };
// Here we use the 'Diagram' to guide ourselves to which point receives what color
// By choosing the color correctly associated with a point the gradient effect
// will naturally come from OpenGL interpolation
// But this time instead of Quad, we think in triangles
Begin(DrawMode.Triangles);
// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
for (int k = 0; k < 4; ++k)
{
Color color = new Color(0, 0, 0, 0);
float radius = 0.0f;
if (k == 0) { color = left; radius = radiusLeft; } // [1] Upper Left Corner
if (k == 1) { color = right; radius = radiusRight; } // [3] Upper Right Corner
if (k == 2) { color = right; radius = radiusRight; } // [5] Lower Right Corner
if (k == 3) { color = left; radius = radiusLeft; } // [7] Lower Left Corner
float angle = angles[k];
Vector2 center = centers[k];
for (int i = 0; i < segments; i++)
{
Color4ub(color.R, color.G, color.B, color.A);
Vertex2f(center.X, center.Y);
Vertex2f(center.X + MathF.Cos(DEG2RAD * (angle + stepLength)) * radius, center.Y + MathF.Sin(DEG2RAD * (angle + stepLength)) * radius);
Vertex2f(center.X + MathF.Cos(DEG2RAD * angle) * radius, center.Y + MathF.Sin(DEG2RAD * angle) * radius);
angle += stepLength;
}
}
// [2] Upper Rectangle
Color4ub(left.R, left.G, left.B, left.A);
Vertex2f(point[0].X, point[0].Y);
Vertex2f(point[8].X, point[8].Y);
Color4ub(right.R, right.G, right.B, right.A);
Vertex2f(point[9].X, point[9].Y);
Vertex2f(point[1].X, point[1].Y);
Color4ub(left.R, left.G, left.B, left.A);
Vertex2f(point[0].X, point[0].Y);
Color4ub(right.R, right.G, right.B, right.A);
Vertex2f(point[9].X, point[9].Y);
// [4] Right Rectangle
Color4ub(right.R, right.G, right.B, right.A);
Vertex2f(point[9].X, point[9].Y);
Vertex2f(point[10].X, point[10].Y);
Vertex2f(point[3].X, point[3].Y);
Vertex2f(point[2].X, point[2].Y);
Vertex2f(point[9].X, point[9].Y);
Vertex2f(point[3].X, point[3].Y);
// [6] Bottom Rectangle
Color4ub(left.R, left.G, left.B, left.A);
Vertex2f(point[11].X, point[11].Y);
Vertex2f(point[5].X, point[5].Y);
Color4ub(right.R, right.G, right.B, right.A);
Vertex2f(point[4].X, point[4].Y);
Vertex2f(point[10].X, point[10].Y);
Color4ub(left.R, left.G, left.B, left.A);
Vertex2f(point[11].X, point[11].Y);
Color4ub(right.R, right.G, right.B, right.A);
Vertex2f(point[4].X, point[4].Y);
// [8] Left Rectangle
Color4ub(left.R, left.G, left.B, left.A);
Vertex2f(point[7].X, point[7].Y);
Vertex2f(point[6].X, point[6].Y);
Vertex2f(point[11].X, point[11].Y);
Vertex2f(point[8].X, point[8].Y);
Vertex2f(point[7].X, point[7].Y);
Vertex2f(point[11].X, point[11].Y);
// [9] Middle Rectangle
Color4ub(left.R, left.G, left.B, left.A);
Vertex2f(point[8].X, point[8].Y);
Vertex2f(point[11].X, point[11].Y);
Color4ub(right.R, right.G, right.B, right.A);
Vertex2f(point[10].X, point[10].Y);
Vertex2f(point[9].X, point[9].Y);
Color4ub(left.R, left.G, left.B, left.A);
Vertex2f(point[8].X, point[8].Y);
Color4ub(right.R, right.G, right.B, right.A);
Vertex2f(point[10].X, point[10].Y);
End();
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle advanced");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new RectangleAdvanced();
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;
}
}

View file

@ -1,13 +1,17 @@
/*******************************************************************************************
*
* raylib [shapes] example - rectangle scaling by mouse
* raylib [shapes] example - rectangle scaling
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2018 Vlad Adrian (@demizdor) and 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) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -16,105 +20,145 @@ using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public class RectangleScaling
public partial class RectangleScaling : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public const int MOUSE_SCALE_MARK_SIZE = 12;
public string Name => "Shapes / Rectangle Scaling";
public string Title => "raylib [shapes] example - rectangle scaling";
private Rectangle rec;
private Vector2 mousePosition;
private bool mouseScaleReady;
private bool mouseScaleMode;
public void Init()
{
rec = new(100, 100, 200, 80);
mousePosition = new(0, 0);
mouseScaleReady = false;
mouseScaleMode = false;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
mousePosition = GetMousePosition();
Rectangle area = new(
rec.X + rec.Width - MOUSE_SCALE_MARK_SIZE,
rec.Y + rec.Height - MOUSE_SCALE_MARK_SIZE,
MOUSE_SCALE_MARK_SIZE,
MOUSE_SCALE_MARK_SIZE
);
if (CheckCollisionPointRec(mousePosition, area))
{
mouseScaleReady = true;
if (IsMouseButtonPressed(MouseButton.Left))
{
mouseScaleMode = true;
}
}
else
{
mouseScaleReady = false;
}
if (mouseScaleMode)
{
mouseScaleReady = true;
rec.Width = (mousePosition.X - rec.X);
rec.Height = (mousePosition.Y - rec.Y);
// Check minimum rec size
if (rec.Width < MOUSE_SCALE_MARK_SIZE)
{
rec.Width = MOUSE_SCALE_MARK_SIZE;
}
if (rec.Height < MOUSE_SCALE_MARK_SIZE)
{
rec.Height = MOUSE_SCALE_MARK_SIZE;
}
// Check maximum rec size
if (rec.Width > (GetScreenWidth() - rec.X))
{
rec.Width = GetScreenWidth() - rec.X;
}
if (rec.Height > (GetScreenHeight() - rec.Y))
{
rec.Height = GetScreenHeight() - rec.Y;
}
if (IsMouseButtonReleased(MouseButton.Left))
{
mouseScaleMode = false;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("Scale rectangle dragging from bottom-right corner!", 10, 10, 20, Color.Gray);
DrawRectangleRec(rec, Fade(Color.Green, 0.5f));
if (mouseScaleReady)
{
DrawRectangleLinesEx(rec, 1, Color.Red);
DrawTriangle(
new Vector2(rec.X + rec.Width - MOUSE_SCALE_MARK_SIZE, rec.Y + rec.Height),
new Vector2(rec.X + rec.Width, rec.Y + rec.Height),
new Vector2(rec.X + rec.Width, rec.Y + rec.Height - MOUSE_SCALE_MARK_SIZE),
Color.Red
);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle scaling");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle scaling mouse");
Rectangle rec = new(100, 100, 200, 80);
Vector2 mousePosition = new(0, 0);
bool mouseScaleReady = false;
bool mouseScaleMode = false;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new RectangleScaling();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
mousePosition = GetMousePosition();
Rectangle area = new(
rec.X + rec.Width - MOUSE_SCALE_MARK_SIZE,
rec.Y + rec.Height - MOUSE_SCALE_MARK_SIZE,
MOUSE_SCALE_MARK_SIZE,
MOUSE_SCALE_MARK_SIZE
);
if (CheckCollisionPointRec(mousePosition, rec) &&
CheckCollisionPointRec(mousePosition, area))
{
mouseScaleReady = true;
if (IsMouseButtonPressed(MouseButton.Left))
{
mouseScaleMode = true;
}
}
else
{
mouseScaleReady = false;
}
if (mouseScaleMode)
{
mouseScaleReady = true;
rec.Width = (mousePosition.X - rec.X);
rec.Height = (mousePosition.Y - rec.Y);
if (rec.Width < MOUSE_SCALE_MARK_SIZE)
{
rec.Width = MOUSE_SCALE_MARK_SIZE;
}
if (rec.Height < MOUSE_SCALE_MARK_SIZE)
{
rec.Height = MOUSE_SCALE_MARK_SIZE;
}
if (IsMouseButtonReleased(MouseButton.Left))
{
mouseScaleMode = false;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("Scale rectangle dragging from bottom-right corner!", 10, 10, 20, Color.Gray);
DrawRectangleRec(rec, ColorAlpha(Color.Green, 0.5f));
if (mouseScaleReady)
{
DrawRectangleLinesEx(rec, 1, Color.Red);
DrawTriangle(
new Vector2(rec.X + rec.Width - MOUSE_SCALE_MARK_SIZE, rec.Y + rec.Height),
new Vector2(rec.X + rec.Width, rec.Y + rec.Height),
new Vector2(rec.X + rec.Width, rec.Y + rec.Height - MOUSE_SCALE_MARK_SIZE),
Color.Red
);
}
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -0,0 +1,199 @@
/*******************************************************************************************
*
* raylib [shapes] example - recursive tree
*
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by Jopestpe (@jopestpe)
*
* 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) 2025 Jopestpe (@jopestpe)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public partial class RecursiveTree : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Recursive Tree";
public string Title => "raylib [shapes] example - recursive tree";
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
private struct Branch
{
public Vector2 start;
public Vector2 end;
public float angle;
public float length;
}
private Vector2 start;
private float angle;
private float thick;
private float treeDepth;
private float branchDecay;
private float length;
private bool bezier;
private Branch[] branches;
public void Init()
{
start = new Vector2((screenWidth / 2.0f) - 125.0f, (float)screenHeight);
angle = 40.0f;
thick = 1.0f;
treeDepth = 10.0f;
branchDecay = 0.66f;
length = 120.0f;
bezier = false;
branches = new Branch[1030];
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
float theta = angle * DEG2RAD;
int maxBranches = (int)(MathF.Pow(2, MathF.Floor(treeDepth)));
int count = 0;
Vector2 initialEnd = new Vector2(start.X + length * MathF.Sin(0.0f), start.Y - length * MathF.Cos(0.0f));
branches[count++] = new Branch { start = start, end = initialEnd, angle = 0.0f, length = length };
for (int i = 0; i < count; i++)
{
Branch branch = branches[i];
if (branch.length < 2) continue;
float nextLength = branch.length * branchDecay;
if (count < maxBranches && nextLength >= 2)
{
Vector2 branchStart = branch.end;
float angle1 = branch.angle + theta;
Vector2 branchEnd1 = new Vector2(branchStart.X + nextLength * MathF.Sin(angle1), branchStart.Y - nextLength * MathF.Cos(angle1));
branches[count++] = new Branch { start = branchStart, end = branchEnd1, angle = angle1, length = nextLength };
float angle2 = branch.angle - theta;
Vector2 branchEnd2 = new Vector2(branchStart.X + nextLength * MathF.Sin(angle2), branchStart.Y - nextLength * MathF.Cos(angle2));
branches[count++] = new Branch { start = branchStart, end = branchEnd2, angle = angle2, length = nextLength };
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
for (int i = 0; i < count; i++)
{
Branch branch = branches[i];
if (branch.length >= 2)
{
if (bezier) DrawLineBezier(branch.start, branch.end, thick, Color.Red);
else DrawLineEx(branch.start, branch.end, thick, Color.Red);
}
}
DrawLine(580, 0, 580, GetScreenHeight(), new Color(218, 218, 218, 255));
DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), new Color(232, 232, 232, 255));
// Draw GUI controls (minimal raygui-like controls, raygui is not bound in raylib-cs)
//------------------------------------------------------------------------------
GuiSliderBar(new Rectangle(640, 40, 120, 20), "Angle", $"{angle:F0}", ref angle, 0, 180);
GuiSliderBar(new Rectangle(640, 70, 120, 20), "Length", $"{length:F0}", ref length, 12.0f, 240.0f);
GuiSliderBar(new Rectangle(640, 100, 120, 20), "Decay", $"{branchDecay:F2}", ref branchDecay, 0.1f, 0.78f);
GuiSliderBar(new Rectangle(640, 130, 120, 20), "Depth", $"{treeDepth:F0}", ref treeDepth, 1.0f, 10.0f);
GuiSliderBar(new Rectangle(640, 160, 120, 20), "Thick", $"{thick:F0}", ref thick, 1, 8);
GuiCheckBox(new Rectangle(640, 190, 20, 20), "Bezier", ref bezier);
//------------------------------------------------------------------------------
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
//----------------------------------------------------------------------------------
// Minimal raygui-like widgets (plain raylib re-implementation)
//----------------------------------------------------------------------------------
private static void GuiSliderBar(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
{
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (hover && IsMouseButtonDown(MouseButton.Left))
{
value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
if (value < minValue) value = minValue;
if (value > maxValue) value = maxValue;
}
DrawRectangleRec(bounds, Color.LightGray);
float pct = (value - minValue) / (maxValue - minValue);
DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), Color.SkyBlue);
DrawRectangleLinesEx(bounds, 1, Color.Gray);
if (textLeft != null) DrawText(textLeft, (int)bounds.X - MeasureText(textLeft, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
if (textRight != null) DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
private static void GuiCheckBox(Rectangle bounds, string text, ref bool active)
{
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (hover && IsMouseButtonPressed(MouseButton.Left)) active = !active;
DrawRectangleLinesEx(bounds, 1, hover ? Color.DarkBlue : Color.Gray);
if (active) DrawRectangle((int)bounds.X + 4, (int)bounds.Y + 4, (int)bounds.Width - 8, (int)bounds.Height - 8, Color.DarkGray);
if (text != null) DrawText(text, (int)(bounds.X + bounds.Width + 8), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - recursive tree");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new RecursiveTree();
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;
}
}

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/*******************************************************************************************
*
* raylib [shapes] example - rlgl color wheel
*
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by Robin (@RobinsAviary) 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) 2025 Robin (@RobinsAviary)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Raymath;
using static Raylib_cs.Rlgl;
namespace Examples.Shapes;
public partial class RlglColorWheel : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / RLGL Color Wheel";
public string Title => "raylib [shapes] example - rlgl color wheel";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
// The minimum/maximum points the circle can have
private const int pointsMin = 3;
private const int pointsMax = 256;
// The current number of points and the radius of the circle
private int triangleCount;
private float pointScale;
// Slider value, literally maps to value in HSV
private float value;
// The center of the screen
private Vector2 center;
// The location of the color wheel
private Vector2 circlePosition;
// The currently selected color
private Color color;
// Indicates if the slider is being clicked
private bool sliderClicked;
// Indicates if the current color going to be updated, as well as the handle position
private bool settingColor;
// How the color wheel will be rendered
private DrawMode renderType;
public void Init()
{
triangleCount = 64;
pointScale = 150.0f;
value = 1.0f;
center = new Vector2((float)screenWidth / 2.0f, (float)screenHeight / 2.0f);
circlePosition = center;
color = new Color(255, 255, 255, 255);
sliderClicked = false;
settingColor = false;
renderType = DrawMode.Triangles;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
triangleCount += (int)GetMouseWheelMove();
triangleCount = (int)Clamp((float)triangleCount, (float)pointsMin, (float)pointsMax);
Rectangle sliderRectangle = new Rectangle(42.0f, 16.0f + 64.0f + 45.0f, 64.0f, 16.0f);
Vector2 mousePosition = GetMousePosition();
// Checks if the user is hovering over the value slider
bool sliderHover = (mousePosition.X >= sliderRectangle.X && mousePosition.Y >= sliderRectangle.Y && mousePosition.X < sliderRectangle.X + sliderRectangle.Width && mousePosition.Y < sliderRectangle.Y + sliderRectangle.Height);
// Copy color as hex
if (IsKeyDown(KeyboardKey.LeftControl) && IsKeyDown(KeyboardKey.C))
{
if (IsKeyPressed(KeyboardKey.C))
{
SetClipboardText($"#{color.R:X2}{color.G:X2}{color.B:X2}");
}
}
// Scale up the color wheel, adjusting the handle visually
if (IsKeyDown(KeyboardKey.Up))
{
pointScale *= 1.025f;
if (pointScale > (float)screenHeight / 2.0f)
{
pointScale = (float)screenHeight / 2.0f;
}
else
{
circlePosition = Vector2Add(Vector2Multiply(Vector2Subtract(circlePosition, center), new Vector2(1.025f, 1.025f)), center);
}
}
// Scale down the wheel, adjusting the handle visually
if (IsKeyDown(KeyboardKey.Down))
{
pointScale *= 0.975f;
if (pointScale < 32.0f)
{
pointScale = 32.0f;
}
else
{
circlePosition = Vector2Add(Vector2Multiply(Vector2Subtract(circlePosition, center), new Vector2(0.975f, 0.975f)), center);
}
float distanceDown = Vector2Distance(center, circlePosition) / pointScale;
float angleDown = ((Vector2Angle(new Vector2(0.0f, -pointScale), Vector2Subtract(center, circlePosition)) / MathF.PI + 1.0f) / 2.0f);
if (distanceDown > 1.0f)
{
circlePosition = Vector2Add(new Vector2(MathF.Sin(angleDown * (MathF.PI * 2.0f)) * pointScale, -MathF.Cos(angleDown * (MathF.PI * 2.0f)) * pointScale), center);
}
}
// Checks if the user clicked on the color wheel
if (IsMouseButtonPressed(MouseButton.Left) && Vector2Distance(GetMousePosition(), center) <= pointScale + 10.0f)
{
settingColor = true;
}
// Update flag when mouse button is released
if (IsMouseButtonReleased(MouseButton.Left)) settingColor = false;
// Check if the user clicked/released the slider for the color's value
if (sliderHover && IsMouseButtonPressed(MouseButton.Left)) sliderClicked = true;
if (sliderClicked && IsMouseButtonReleased(MouseButton.Left)) sliderClicked = false;
// Update render mode accordingly
if (IsKeyPressed(KeyboardKey.Space)) renderType = DrawMode.Lines;
if (IsKeyReleased(KeyboardKey.Space)) renderType = DrawMode.Triangles;
// If the slider or the wheel was clicked, update the current color
if (settingColor || sliderClicked)
{
if (settingColor) circlePosition = GetMousePosition();
float distance = Vector2Distance(center, circlePosition) / pointScale;
float angle = ((Vector2Angle(new Vector2(0.0f, -pointScale), Vector2Subtract(center, circlePosition)) / MathF.PI + 1.0f) / 2.0f);
if (settingColor && distance > 1.0f) circlePosition = Vector2Add(new Vector2(MathF.Sin(angle * (MathF.PI * 2.0f)) * pointScale, -MathF.Cos(angle * (MathF.PI * 2.0f)) * pointScale), center);
float angle360 = angle * 360.0f;
float valueActual = Clamp(distance, 0.0f, 1.0f);
color = ColorLerp(new Color((int)(value * 255.0f), (int)(value * 255.0f), (int)(value * 255.0f), 255), ColorFromHSV(angle360, Clamp(distance, 0.0f, 1.0f), 1.0f), valueActual);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Begin rendering color wheel
Begin(renderType);
for (int i = 0; i < triangleCount; i++)
{
float angleOffset = ((MathF.PI * 2.0f) / (float)triangleCount);
float angle = angleOffset * (float)i;
float angleOffsetCalculated = ((float)i + 1) * angleOffset;
Vector2 scale = new Vector2(pointScale, pointScale);
Vector2 offset = Vector2Multiply(new Vector2(MathF.Sin(angle), -MathF.Cos(angle)), scale);
Vector2 offset2 = Vector2Multiply(new Vector2(MathF.Sin(angleOffsetCalculated), -MathF.Cos(angleOffsetCalculated)), scale);
Vector2 position = Vector2Add(center, offset);
Vector2 position2 = Vector2Add(center, offset2);
float angleNonRadian = (angle / (2.0f * MathF.PI)) * 360.0f;
float angleNonRadianOffset = (angleOffset / (2.0f * MathF.PI)) * 360.0f;
Color currentColor = ColorFromHSV(angleNonRadian, 1.0f, 1.0f);
Color offsetColor = ColorFromHSV(angleNonRadian + angleNonRadianOffset, 1.0f, 1.0f);
// Input vertices differently depending on mode
if (renderType == DrawMode.Triangles)
{
// RL_TRIANGLES expects three vertices per triangle
Color4ub(currentColor.R, currentColor.G, currentColor.B, currentColor.A);
Vertex2f(position.X, position.Y);
Color4f(value, value, value, 1.0f);
Vertex2f(center.X, center.Y);
Color4ub(offsetColor.R, offsetColor.G, offsetColor.B, offsetColor.A);
Vertex2f(position2.X, position2.Y);
}
else if (renderType == DrawMode.Lines)
{
// RL_LINES expects two vertices per line
Color4ub(currentColor.R, currentColor.G, currentColor.B, currentColor.A);
Vertex2f(position.X, position.Y);
Color4ub(Color.White.R, Color.White.G, Color.White.B, Color.White.A);
Vertex2f(center.X, center.Y);
Vertex2f(center.X, center.Y);
Color4ub(offsetColor.R, offsetColor.G, offsetColor.B, offsetColor.A);
Vertex2f(position2.X, position2.Y);
Vertex2f(position2.X, position2.Y);
Color4ub(currentColor.R, currentColor.G, currentColor.B, currentColor.A);
Vertex2f(position.X, position.Y);
}
}
End();
// Make the handle slightly more visible overtop darker colors
Color handleColor = Color.Black;
if (Vector2Distance(center, circlePosition) / pointScale <= 0.5f && value <= 0.5f)
{
handleColor = Color.DarkGray;
}
// Draw the color handle
DrawCircleLinesV(circlePosition, 4.0f, handleColor);
// Draw the color in a preview, with a darkened outline.
DrawRectangleV(new Vector2(8.0f, 8.0f), new Vector2(64.0f, 64.0f), color);
DrawRectangleLinesEx(new Rectangle(8.0f, 8.0f, 64.0f, 64.0f), 2.0f, ColorLerp(color, Color.Black, 0.5f));
// Draw current color as hex and decimal
DrawText($"#{color.R:X2}{color.G:X2}{color.B:X2}\n({color.R}, {color.G}, {color.B})", 8, 8 + 64 + 8, 20, Color.DarkGray);
// Update the visuals for the copying text
Color copyColor = Color.DarkGray;
int textOffset = 0;
if (IsKeyDown(KeyboardKey.LeftControl) && IsKeyDown(KeyboardKey.C))
{
copyColor = Color.DarkGreen;
textOffset = 4;
}
// Draw the copying text
DrawText("press ctrl+c to copy!", 8, 425 - textOffset, 20, copyColor);
// Display the number of rendered triangles
DrawText($"triangle count: {triangleCount}", 8, 395, 20, Color.DarkGray);
// Slider to change color's value (minimal raygui-like control, raygui is not bound in raylib-cs)
GuiSliderBar(sliderRectangle, "value: ", "", ref value, 0.0f, 1.0f);
// Draw FPS next to outlined color preview
DrawFPS(64 + 16, 8);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
//----------------------------------------------------------------------------------
// Minimal raygui-like widgets (plain raylib re-implementation)
//----------------------------------------------------------------------------------
private static void GuiSliderBar(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
{
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (hover && IsMouseButtonDown(MouseButton.Left))
{
value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
if (value < minValue) value = minValue;
if (value > maxValue) value = maxValue;
}
DrawRectangleRec(bounds, Color.LightGray);
float pct = (value - minValue) / (maxValue - minValue);
DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), Color.SkyBlue);
DrawRectangleLinesEx(bounds, 1, Color.Gray);
if (!string.IsNullOrEmpty(textLeft)) DrawText(textLeft, (int)bounds.X - MeasureText(textLeft, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
if (!string.IsNullOrEmpty(textRight)) DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rlgl color wheel");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new RlglColorWheel();
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;
}
}

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/*******************************************************************************************
*
* raylib [shapes] example - rlgl triangle
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by Robin (@RobinsAviary) 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) 2025 Robin (@RobinsAviary)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Rlgl;
namespace Examples.Shapes;
public partial class RlglTriangle : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / RLGL Triangle";
public string Title => "raylib [shapes] example - rlgl triangle";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
// Starting postions and rendered triangle positions
private Vector2[] startingPositions;
private Vector2[] trianglePositions;
// Currently selected vertex, -1 means none
private int triangleIndex;
private bool linesMode;
private float handleRadius;
public void Init()
{
// Starting postions and rendered triangle positions
startingPositions = [new(400.0f, 150.0f), new(300.0f, 300.0f), new(500.0f, 300.0f)];
trianglePositions = [startingPositions[0], startingPositions[1], startingPositions[2]];
// Currently selected vertex, -1 means none
triangleIndex = -1;
linesMode = false;
handleRadius = 8.0f;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Space)) linesMode = !linesMode;
// Check selected vertex
for (int i = 0; i < 3; i++)
{
// If the mouse is within the handle circle
if (CheckCollisionPointCircle(GetMousePosition(), trianglePositions[i], handleRadius) &&
IsMouseButtonDown(MouseButton.Left))
{
triangleIndex = i;
break;
}
}
// If the user has selected a vertex, offset it by the mouse's delta this frame
if (triangleIndex != -1)
{
Vector2 mouseDelta = GetMouseDelta();
trianglePositions[triangleIndex].X += mouseDelta.X;
trianglePositions[triangleIndex].Y += mouseDelta.Y;
}
// Reset index on release
if (IsMouseButtonReleased(MouseButton.Left)) triangleIndex = -1;
// Enable/disable backface culling (2-sided triangles, slower to render)
if (IsKeyPressed(KeyboardKey.Left)) EnableBackfaceCulling();
if (IsKeyPressed(KeyboardKey.Right)) DisableBackfaceCulling();
// Reset triangle vertices to starting positions and reset backface culling
if (IsKeyPressed(KeyboardKey.R))
{
trianglePositions[0] = startingPositions[0];
trianglePositions[1] = startingPositions[1];
trianglePositions[2] = startingPositions[2];
EnableBackfaceCulling();
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (linesMode)
{
// Draw triangle with lines
Begin(DrawMode.Lines);
// Three lines, six points
// Define color for next vertex
Color4ub(255, 0, 0, 255);
// Define vertex
Vertex2f(trianglePositions[0].X, trianglePositions[0].Y);
Color4ub(0, 255, 0, 255);
Vertex2f(trianglePositions[1].X, trianglePositions[1].Y);
Color4ub(0, 255, 0, 255);
Vertex2f(trianglePositions[1].X, trianglePositions[1].Y);
Color4ub(0, 0, 255, 255);
Vertex2f(trianglePositions[2].X, trianglePositions[2].Y);
Color4ub(0, 0, 255, 255);
Vertex2f(trianglePositions[2].X, trianglePositions[2].Y);
Color4ub(255, 0, 0, 255);
Vertex2f(trianglePositions[0].X, trianglePositions[0].Y);
End();
}
else
{
// Draw triangle as a triangle
Begin(DrawMode.Triangles);
// One triangle, three points
// Define color for next vertex
Color4ub(255, 0, 0, 255);
// Define vertex
Vertex2f(trianglePositions[0].X, trianglePositions[0].Y);
Color4ub(0, 255, 0, 255);
Vertex2f(trianglePositions[1].X, trianglePositions[1].Y);
Color4ub(0, 0, 255, 255);
Vertex2f(trianglePositions[2].X, trianglePositions[2].Y);
End();
}
// Render the vertex handles, reacting to mouse movement/input
for (int i = 0; i < 3; i++)
{
// Draw handle fill focused by mouse
if (CheckCollisionPointCircle(GetMousePosition(), trianglePositions[i], handleRadius))
DrawCircleV(trianglePositions[i], handleRadius, ColorAlpha(Color.DarkGray, 0.5f));
// Draw handle fill selected
if (i == triangleIndex) DrawCircleV(trianglePositions[i], handleRadius, Color.DarkGray);
// Draw handle outline
DrawCircleLinesV(trianglePositions[i], handleRadius, Color.Black);
}
// Draw controls
DrawText("SPACE: Toggle lines mode", 10, 10, 20, Color.DarkGray);
DrawText("LEFT-RIGHT: Toggle backface culling", 10, 40, 20, Color.DarkGray);
DrawText("MOUSE: Click and drag vertex points", 10, 70, 20, Color.DarkGray);
DrawText("R: Reset triangle to start positions", 10, 100, 20, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rlgl triangle");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new RlglTriangle();
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;
}
}

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/*******************************************************************************************
*
* raylib [shapes] example - simple particles
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Jordi Santonja (@JordSant)
*
* 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) 2025 Jordi Santonja (@JordSant)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public partial class SimpleParticles : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int MAX_PARTICLES = 3000; // Max number of particles
public string Name => "Shapes / Simple Particles";
public string Title => "raylib [shapes] example - simple particles";
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
private enum ParticleType
{
Water = 0,
Smoke,
Fire
}
private static readonly string[] particleTypeNames = ["WATER", "SMOKE", "FIRE"];
private struct Particle
{
public ParticleType type; // Particle type (WATER, SMOKE, FIRE)
public Vector2 position; // Particle position on screen
public Vector2 velocity; // Particle current speed and direction
public float radius; // Particle radius
public Color color; // Particle color
public float lifeTime; // Particle life time
public bool alive; // Particle alive: inside screen and life time
}
// Circular buffer state
private int head; // Index for the next write
private int tail; // Index for the next read
private Particle[] buffer; // Particle buffer array
// Particle emitter parameters
private int emissionRate; // Negative: on average every -X frames. Positive: particles per frame
private ParticleType currentType;
private Vector2 emitterPosition;
private Random random;
public void Init()
{
// Definition of particles
buffer = new Particle[MAX_PARTICLES]; // Particle array
head = 0;
tail = 0;
// Particle emitter parameters
emissionRate = -2; // Negative: on average every -X frames. Positive: particles per frame
currentType = ParticleType.Water;
emitterPosition = new(screenWidth / 2.0f, screenHeight / 2.0f);
random = new Random();
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// Emit new particles: when emissionRate is 1, emit every frame
if (emissionRate < 0)
{
if (random.Next(-emissionRate) == 0) EmitParticle(emitterPosition, currentType);
}
else
{
for (int i = 0; i <= emissionRate; i++) EmitParticle(emitterPosition, currentType);
}
// Update the parameters of each particle
UpdateParticles(screenWidth, screenHeight);
// Remove dead particles from the circular buffer
UpdateCircularBuffer();
// Change Particle Emission Rate (UP/DOWN arrows)
if (IsKeyPressed(KeyboardKey.Up)) emissionRate++;
if (IsKeyPressed(KeyboardKey.Down)) emissionRate--;
// Change Particle Type (LEFT/RIGHT arrows)
if (IsKeyPressed(KeyboardKey.Right)) currentType = (currentType == ParticleType.Fire) ? ParticleType.Water : (ParticleType)((int)currentType + 1);
if (IsKeyPressed(KeyboardKey.Left)) currentType = (currentType == ParticleType.Water) ? ParticleType.Fire : (ParticleType)((int)currentType - 1);
if (IsMouseButtonDown(MouseButton.Left)) emitterPosition = GetMousePosition();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Call the function with a loop to draw all particles
DrawParticles();
// Draw UI and Instructions
DrawRectangle(5, 5, 315, 75, Fade(Color.SkyBlue, 0.5f));
DrawRectangleLines(5, 5, 315, 75, Color.Blue);
DrawText("CONTROLS:", 15, 15, 10, Color.Black);
DrawText("UP/DOWN: Change Particle Emission Rate", 15, 35, 10, Color.Black);
DrawText("LEFT/RIGHT: Change Particle Type (Water, Smoke, Fire)", 15, 55, 10, Color.Black);
if (emissionRate < 0) DrawText($"Particles every {-emissionRate} frames | Type: {particleTypeNames[(int)currentType]}", 15, 95, 10, Color.DarkGray);
else DrawText($"{emissionRate + 1} Particles per frame | Type: {particleTypeNames[(int)currentType]}", 15, 95, 10, Color.DarkGray);
DrawFPS(screenWidth - 80, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
private void EmitParticle(Vector2 emitterPosition, ParticleType type)
{
int index = AddToCircularBuffer();
// If buffer is full, index is -1
if (index != -1)
{
ref Particle newParticle = ref buffer[index];
// Fill particle properties
newParticle.position = emitterPosition;
newParticle.alive = true;
newParticle.lifeTime = 0.0f;
newParticle.type = type;
float speed = (float)(random.Next(10)) / 5.0f;
switch (type)
{
case ParticleType.Water:
{
newParticle.radius = 5.0f;
newParticle.color = Color.Blue;
} break;
case ParticleType.Smoke:
{
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;
}
float direction = (float)(random.Next(360));
newParticle.velocity = new(speed * MathF.Cos(direction * DEG2RAD), speed * MathF.Sin(direction * DEG2RAD));
}
}
private int AddToCircularBuffer()
{
int index = -1;
// Check if buffer full
if (((head + 1) % MAX_PARTICLES) != tail)
{
// Add new particle to the head position and advance head
index = head;
head = (head + 1) % MAX_PARTICLES;
}
return index;
}
private void UpdateParticles(int screenWidth, int screenHeight)
{
for (int i = tail; i != head; i = (i + 1) % MAX_PARTICLES)
{
// Update particle life and positions
buffer[i].lifeTime += 1.0f / 60.0f; // 60 FPS -> 1/60 seconds per frame
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;
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
// If alpha transparent, particle dies
if (buffer[i].color.A < 4) buffer[i].alive = false;
} 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
// If radius too small, particle dies
if (buffer[i].radius <= 0.02f) buffer[i].alive = false;
} break;
default: break;
}
// Disable particle when out of screen
Vector2 center = buffer[i].position;
float radius = buffer[i].radius;
if ((center.X < -radius) || (center.X > (screenWidth + radius)) ||
(center.Y < -radius) || (center.Y > (screenHeight + radius)))
{
buffer[i].alive = false;
}
}
}
private void UpdateCircularBuffer()
{
// Update circular buffer: advance tail over dead particles
while ((tail != head) && !buffer[tail].alive)
{
tail = (tail + 1) % MAX_PARTICLES;
}
}
private void DrawParticles()
{
for (int i = tail; i != head; i = (i + 1) % MAX_PARTICLES)
{
if (buffer[i].alive)
{
DrawCircleV(buffer[i].position,
buffer[i].radius,
buffer[i].color);
}
}
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - simple particles");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new SimpleParticles();
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;
}
}

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/*******************************************************************************************
*
* raylib [shapes] example - splines drawing
*
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 5.0, last time updated with raylib 5.0
*
* 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 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public partial class SplinesDrawing : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int MAX_SPLINE_POINTS = 32;
public string Name => "Shapes / Splines Drawing";
public string Title => "raylib [shapes] example - splines drawing";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Cubic Bezier spline control points
// NOTE: Every segment has two control points
private struct ControlPoint
{
public Vector2 start;
public Vector2 end;
}
// Spline types
private const int SPLINE_LINEAR = 0; // Linear
private const int SPLINE_BASIS = 1; // B-Spline
private const int SPLINE_CATMULLROM = 2; // Catmull-Rom
private const int SPLINE_BEZIER = 3; // Cubic Bezier
private Vector2[] points;
private Vector2[] pointsInterleaved;
private int pointCount;
private int selectedPoint;
private int focusedPoint;
private int selectedControlIndex; // -1 when none
private bool selectedControlStart;
private int focusedControlIndex; // -1 when none
private bool focusedControlStart;
private ControlPoint[] control;
// Spline config variables
private float splineThickness;
private int splineTypeActive; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier
private bool splineTypeEditMode;
private bool splineHelpersActive;
// Minimal raygui-like global lock
private static bool guiLocked;
public void Init()
{
points = new Vector2[MAX_SPLINE_POINTS];
points[0] = new Vector2(50.0f, 400.0f);
points[1] = new Vector2(160.0f, 220.0f);
points[2] = new Vector2(340.0f, 380.0f);
points[3] = new Vector2(520.0f, 60.0f);
points[4] = new Vector2(710.0f, 260.0f);
// Array required for spline bezier-cubic,
// including control points interleaved with start-end segment points
pointsInterleaved = new Vector2[3 * (MAX_SPLINE_POINTS - 1) + 1];
pointCount = 5;
selectedPoint = -1;
focusedPoint = -1;
selectedControlIndex = -1;
focusedControlIndex = -1;
// Cubic Bezier control points initialization
control = new ControlPoint[MAX_SPLINE_POINTS - 1];
for (int i = 0; i < pointCount - 1; i++)
{
control[i].start = new Vector2(points[i].X + 50, points[i].Y);
control[i].end = new Vector2(points[i + 1].X - 50, points[i + 1].Y);
}
splineThickness = 8.0f;
splineTypeActive = SPLINE_LINEAR;
splineTypeEditMode = false;
splineHelpersActive = true;
guiLocked = false;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// Spline points creation logic (at the end of spline)
if (IsMouseButtonPressed(MouseButton.Right) && (pointCount < MAX_SPLINE_POINTS))
{
points[pointCount] = GetMousePosition();
int i = pointCount - 1;
control[i].start = new Vector2(points[i].X + 50, points[i].Y);
control[i].end = new Vector2(points[i + 1].X - 50, points[i + 1].Y);
pointCount++;
}
// Spline point focus and selection logic
if ((selectedPoint == -1) && ((splineTypeActive != SPLINE_BEZIER) || (selectedControlIndex == -1)))
{
focusedPoint = -1;
for (int i = 0; i < pointCount; i++)
{
if (CheckCollisionPointCircle(GetMousePosition(), points[i], 8.0f))
{
focusedPoint = i;
break;
}
}
if (IsMouseButtonPressed(MouseButton.Left)) selectedPoint = focusedPoint;
}
// Spline point movement logic
if (selectedPoint >= 0)
{
points[selectedPoint] = GetMousePosition();
if (IsMouseButtonReleased(MouseButton.Left)) selectedPoint = -1;
}
// Cubic Bezier spline control points logic
if ((splineTypeActive == SPLINE_BEZIER) && (focusedPoint == -1))
{
// Spline control point focus and selection logic
if (selectedControlIndex == -1)
{
focusedControlIndex = -1;
for (int i = 0; i < pointCount - 1; i++)
{
if (CheckCollisionPointCircle(GetMousePosition(), control[i].start, 6.0f))
{
focusedControlIndex = i;
focusedControlStart = true;
break;
}
else if (CheckCollisionPointCircle(GetMousePosition(), control[i].end, 6.0f))
{
focusedControlIndex = i;
focusedControlStart = false;
break;
}
}
if (IsMouseButtonPressed(MouseButton.Left))
{
selectedControlIndex = focusedControlIndex;
selectedControlStart = focusedControlStart;
}
}
// Spline control point movement logic
if (selectedControlIndex != -1)
{
if (selectedControlStart) control[selectedControlIndex].start = GetMousePosition();
else control[selectedControlIndex].end = GetMousePosition();
if (IsMouseButtonReleased(MouseButton.Left)) selectedControlIndex = -1;
}
}
// Spline selection logic
if (IsKeyPressed(KeyboardKey.One)) splineTypeActive = 0;
else if (IsKeyPressed(KeyboardKey.Two)) splineTypeActive = 1;
else if (IsKeyPressed(KeyboardKey.Three)) splineTypeActive = 2;
else if (IsKeyPressed(KeyboardKey.Four)) splineTypeActive = 3;
// Clear selection when changing to a spline without control points
if (IsKeyPressed(KeyboardKey.One) || IsKeyPressed(KeyboardKey.Two) || IsKeyPressed(KeyboardKey.Three)) selectedControlIndex = -1;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (splineTypeActive == SPLINE_LINEAR)
{
// Draw spline: linear
DrawSplineLinear(points, pointCount, splineThickness, Color.Red);
}
else if (splineTypeActive == SPLINE_BASIS)
{
// Draw spline: basis
DrawSplineBasis(points, pointCount, splineThickness, Color.Red); // Provide connected points array
}
else if (splineTypeActive == SPLINE_CATMULLROM)
{
// Draw spline: catmull-rom
DrawSplineCatmullRom(points, pointCount, splineThickness, Color.Red); // Provide connected points array
}
else if (splineTypeActive == SPLINE_BEZIER)
{
// NOTE: Cubic-bezier spline requires the 2 control points of each segment to be
// provided interleaved with the start and end point of every segment
for (int i = 0; i < (pointCount - 1); i++)
{
pointsInterleaved[3 * i] = points[i];
pointsInterleaved[3 * i + 1] = control[i].start;
pointsInterleaved[3 * i + 2] = control[i].end;
}
pointsInterleaved[3 * (pointCount - 1)] = points[pointCount - 1];
// Draw spline: cubic-bezier (with control points)
DrawSplineBezierCubic(pointsInterleaved, 3 * (pointCount - 1) + 1, splineThickness, Color.Red);
// Draw spline control points
for (int i = 0; i < pointCount - 1; i++)
{
// Every cubic bezier point have two control points
DrawCircleV(control[i].start, 6, Color.Gold);
DrawCircleV(control[i].end, 6, Color.Gold);
if (focusedControlIndex == i && focusedControlStart) DrawCircleV(control[i].start, 8, Color.Green);
else if (focusedControlIndex == i && !focusedControlStart) DrawCircleV(control[i].end, 8, Color.Green);
DrawLineEx(points[i], control[i].start, 1.0f, Color.LightGray);
DrawLineEx(points[i + 1], control[i].end, 1.0f, Color.LightGray);
// Draw spline control lines
DrawLineV(points[i], control[i].start, Color.Gray);
DrawLineV(control[i].end, points[i + 1], Color.Gray);
}
}
if (splineHelpersActive)
{
// Draw spline point helpers
for (int i = 0; i < pointCount; i++)
{
DrawCircleLinesV(points[i], (focusedPoint == i) ? 12.0f : 8.0f, (focusedPoint == i) ? Color.Blue : Color.DarkBlue);
if ((splineTypeActive != SPLINE_LINEAR) &&
(splineTypeActive != SPLINE_BEZIER) &&
(i < pointCount - 1)) DrawLineV(points[i], points[i + 1], Color.Gray);
DrawText($"[{points[i].X:F0}, {points[i].Y:F0}]", (int)points[i].X, (int)points[i].Y + 10, 10, Color.Black);
}
}
// Check all possible UI states that require controls lock
if (splineTypeEditMode || (selectedPoint != -1) || (selectedControlIndex != -1)) GuiLock();
// Draw spline config
GuiLabel(new Rectangle(12, 62, 140, 24), $"Spline thickness: {(int)splineThickness}");
GuiSliderBar(new Rectangle(12, 60 + 24, 140, 16), null, null, ref splineThickness, 1.0f, 40.0f);
GuiCheckBox(new Rectangle(12, 110, 20, 20), "Show point helpers", ref splineHelpersActive);
if (splineTypeEditMode) GuiUnlock();
GuiLabel(new Rectangle(12, 10, 140, 24), "Spline type:");
if (GuiDropdownBox(new Rectangle(12, 8 + 24, 140, 28), "LINEAR;BSPLINE;CATMULLROM;BEZIER", ref splineTypeActive, splineTypeEditMode)) splineTypeEditMode = !splineTypeEditMode;
GuiUnlock();
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
//----------------------------------------------------------------------------------
// Minimal raygui-like widgets (plain raylib re-implementation)
//----------------------------------------------------------------------------------
private static void GuiLock() => guiLocked = true;
private static void GuiUnlock() => guiLocked = false;
private static void GuiLabel(Rectangle bounds, string text)
{
DrawText(text, (int)bounds.X, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
private static void GuiSliderBar(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
{
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (!guiLocked && hover && IsMouseButtonDown(MouseButton.Left))
{
value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
if (value < minValue) value = minValue;
if (value > maxValue) value = maxValue;
}
DrawRectangleRec(bounds, Color.LightGray);
float pct = (value - minValue) / (maxValue - minValue);
DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), Color.SkyBlue);
DrawRectangleLinesEx(bounds, 1, Color.Gray);
if (!string.IsNullOrEmpty(textLeft)) DrawText(textLeft, (int)bounds.X - MeasureText(textLeft, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
if (!string.IsNullOrEmpty(textRight)) DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
private static void GuiCheckBox(Rectangle bounds, string text, ref bool active)
{
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (!guiLocked && hover && IsMouseButtonPressed(MouseButton.Left)) active = !active;
DrawRectangleLinesEx(bounds, 1, hover ? Color.DarkBlue : Color.Gray);
if (active) DrawRectangle((int)bounds.X + 4, (int)bounds.Y + 4, (int)bounds.Width - 8, (int)bounds.Height - 8, Color.DarkGray);
if (text != null) DrawText(text, (int)(bounds.X + bounds.Width + 8), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
private static bool GuiDropdownBox(Rectangle bounds, string text, ref int active, bool editMode)
{
string[] items = text.Split(';');
bool pressed = false;
Vector2 mouse = GetMousePosition();
bool clickable = !guiLocked;
bool hoverMain = CheckCollisionPointRec(mouse, bounds);
DrawRectangleRec(bounds, editMode ? Color.SkyBlue : (hoverMain ? Color.LightGray : Color.RayWhite));
DrawRectangleLinesEx(bounds, 1, editMode ? Color.Blue : Color.Gray);
DrawText(items[active], (int)bounds.X + 6, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
if (editMode)
{
for (int i = 0; i < items.Length; i++)
{
Rectangle itemRec = new Rectangle(bounds.X, bounds.Y + bounds.Height * (i + 1), bounds.Width, bounds.Height);
bool hoverItem = CheckCollisionPointRec(mouse, itemRec);
DrawRectangleRec(itemRec, hoverItem ? Color.SkyBlue : Color.RayWhite);
DrawRectangleLinesEx(itemRec, 1, Color.Gray);
DrawText(items[i], (int)itemRec.X + 6, (int)(itemRec.Y + itemRec.Height / 2 - 5), 10, Color.DarkGray);
if (clickable && hoverItem && IsMouseButtonPressed(MouseButton.Left))
{
active = i;
pressed = true;
}
}
}
if (clickable && hoverMain && IsMouseButtonPressed(MouseButton.Left)) pressed = true;
return pressed;
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - splines drawing");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new SplinesDrawing();
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;
}
}

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/*******************************************************************************************
*
* raylib [shapes] example - starfield effect
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 6.0
*
* Example contributed by JP Mortiboys (@themushroompirates) 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) 2025 JP Mortiboys (@themushroompirates)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Raymath; // Required for: Lerp()
namespace Examples.Shapes;
public partial class StarfieldEffect : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int STAR_COUNT = 420;
public string Name => "Shapes / Starfield Effect";
public string Title => "raylib [shapes] example - starfield effect";
private Color bgColor;
// Speed at which we fly forward
private float speed;
// We're either drawing lines or circles
private bool drawLines;
private Vector3[] stars;
private Vector2[] starsScreenPos;
public void Init()
{
bgColor = ColorLerp(Color.DarkBlue, Color.Black, 0.69f);
// Speed at which we fly forward
speed = 10.0f / 9.0f;
// We're either drawing lines or circles
drawLines = true;
stars = new Vector3[STAR_COUNT];
starsScreenPos = new Vector2[STAR_COUNT];
// Setup the stars with a random position
for (int i = 0; i < STAR_COUNT; i++)
{
stars[i].X = (float)GetRandomValue(-screenWidth / 2, (int)screenWidth / 2);
stars[i].Y = (float)GetRandomValue(-screenHeight / 2, (int)screenHeight / 2);
stars[i].Z = 1.0f;
}
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// Change speed based on mouse
float mouseMove = GetMouseWheelMove();
if ((int)mouseMove != 0) speed += 2.0f * mouseMove / 9.0f;
if (speed < 0.0f) speed = 0.1f;
else if (speed > 2.0f) speed = 2.0f;
// Toggle lines / points with space bar
if (IsKeyPressed(KeyboardKey.Space)) drawLines = !drawLines;
float dt = GetFrameTime();
for (int i = 0; i < STAR_COUNT; i++)
{
// Update star's timer
stars[i].Z -= dt * speed;
// Calculate the screen position
starsScreenPos[i] = new Vector2(
screenWidth * 0.5f + stars[i].X / stars[i].Z,
screenHeight * 0.5f + stars[i].Y / stars[i].Z
);
// If the star is too old, or offscreen, it dies and we make a new random one
if ((stars[i].Z < 0.0f) || (starsScreenPos[i].X < 0) || (starsScreenPos[i].Y < 0.0f) ||
(starsScreenPos[i].X > screenWidth) || (starsScreenPos[i].Y > screenHeight))
{
stars[i].X = (float)GetRandomValue(-screenWidth / 2, screenWidth / 2);
stars[i].Y = (float)GetRandomValue(-screenHeight / 2, screenHeight / 2);
stars[i].Z = 1.0f;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(bgColor);
for (int i = 0; i < STAR_COUNT; i++)
{
if (drawLines)
{
// Get the time a little while ago for this star, but clamp it
float t = Clamp(stars[i].Z + 1.0f / 32.0f, 0.0f, 1.0f);
// If it's different enough from the current time, we proceed
if ((t - stars[i].Z) > 1e-3)
{
// Calculate the screen position of the old point
Vector2 startPos = new Vector2(
screenWidth * 0.5f + stars[i].X / t,
screenHeight * 0.5f + stars[i].Y / t
);
// Draw a line connecting the old point to the current point
DrawLineV(startPos, starsScreenPos[i], Color.RayWhite);
}
}
else
{
// Make the radius grow as the star ages
float radius = Lerp(stars[i].Z, 1.0f, 5.0f);
// Draw the circle
DrawCircleV(starsScreenPos[i], radius, Color.RayWhite);
}
}
DrawText($"[MOUSE WHEEL] Current Speed: {9.0f * speed / 2.0f:F0}", 10, 40, 20, Color.RayWhite);
DrawText($"[SPACE] Current draw mode: {(drawLines ? "Lines" : "Circles")}", 10, 70, 20, Color.RayWhite);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - starfield effect");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new StarfieldEffect();
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;
}
}

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/*******************************************************************************************
*
* raylib [shapes] example - top down lights
*
* Example complexity rating: [] 4/4
*
* Example originally created with raylib 4.2, last time updated with raylib 4.2
*
* Example contributed by Jeffery Myers (@JeffM2501) 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) 2022-2025 Jeffery Myers (@JeffM2501)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Raymath;
using static Raylib_cs.Rlgl;
namespace Examples.Shapes;
public partial class TopDownLights : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
// Custom Blend Modes
private const int RLGL_SRC_ALPHA = 0x0302;
private const int RLGL_MIN = 0x8007;
private const int RLGL_MAX = 0x8008;
private const int MAX_BOXES = 20;
private const int MAX_SHADOWS = MAX_BOXES * 3; // MAX_BOXES*3 - Each box can cast up to two shadow volumes for the edges it is away from, and one for the box itself
private const int MAX_LIGHTS = 16;
public string Name => "Shapes / Top Down Lights";
public string Title => "raylib [shapes] example - top down lights";
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Shadow geometry type
private class ShadowGeometry
{
public Vector2[] vertices = new Vector2[4];
}
// Light info type
private class LightInfo
{
public bool active; // Is this light slot active?
public bool dirty; // Does this light need to be updated?
public bool valid; // Is this light in a valid position?
public Vector2 position; // Light position
public RenderTexture2D mask; // Alpha mask for the light
public float outerRadius; // The distance the light touches
public Rectangle bounds; // A cached rectangle of the light bounds to help with culling
public ShadowGeometry[] shadows = new ShadowGeometry[MAX_SHADOWS];
public int shadowCount;
public LightInfo()
{
for (int i = 0; i < MAX_SHADOWS; i++) shadows[i] = new ShadowGeometry();
}
}
//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
private LightInfo[] lights;
private int boxCount;
private Rectangle[] boxes;
private Texture2D backgroundTexture;
private RenderTexture2D lightMask;
private int nextLight;
private bool showLines;
public void Init()
{
lights = new LightInfo[MAX_LIGHTS];
for (int i = 0; i < MAX_LIGHTS; i++) lights[i] = new LightInfo();
// Initialize our 'world' of boxes
boxCount = 0;
boxes = new Rectangle[MAX_BOXES];
SetupBoxes();
// Create a checkerboard ground texture
Image img = GenImageChecked(64, 64, 32, 32, Color.DarkBrown, Color.DarkGray);
backgroundTexture = LoadTextureFromImage(img);
UnloadImage(img);
// Create a global light mask to hold all the blended lights
lightMask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
// Setup initial light
SetupLight(0, 600, 400, 300);
nextLight = 1;
showLines = false;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// Drag light 0
if (IsMouseButtonDown(MouseButton.Left)) MoveLight(0, GetMousePosition().X, GetMousePosition().Y);
// Make a new light
if (IsMouseButtonPressed(MouseButton.Right) && (nextLight < MAX_LIGHTS))
{
SetupLight(nextLight, GetMousePosition().X, GetMousePosition().Y, 200);
nextLight++;
}
// Toggle debug info
if (IsKeyPressed(KeyboardKey.F1)) showLines = !showLines;
// Update the lights and keep track if any were dirty so we know if we need to update the master light mask
bool dirtyLights = false;
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (UpdateLight(i, boxes, boxCount)) dirtyLights = true;
}
// Update the light mask
if (dirtyLights)
{
// Build up the light mask
BeginTextureMode(lightMask);
ClearBackground(Color.Black);
// Force the blend mode to only set the alpha of the destination
SetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
SetBlendMode(BlendMode.Custom);
// Merge in all the light masks
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].active) DrawTextureRec(lights[i].mask.Texture, new Rectangle(0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight()), Vector2Zero(), Color.White);
}
DrawRenderBatchActive();
// Go back to normal blend
SetBlendMode(BlendMode.Alpha);
EndTextureMode();
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.Black);
// Draw the tile background
DrawTextureRec(backgroundTexture, new Rectangle(0, 0, (float)GetScreenWidth(), (float)GetScreenHeight()), Vector2Zero(), Color.White);
// Overlay the shadows from all the lights
DrawTextureRec(lightMask.Texture, new Rectangle(0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight()), Vector2Zero(), ColorAlpha(Color.White, showLines ? 0.75f : 1.0f));
// Draw the lights
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].active) DrawCircle((int)lights[i].position.X, (int)lights[i].position.Y, 10, (i == 0) ? Color.Yellow : Color.White);
}
if (showLines)
{
for (int s = 0; s < lights[0].shadowCount; s++)
{
DrawTriangleFan(lights[0].shadows[s].vertices, 4, Color.DarkPurple);
}
for (int b = 0; b < boxCount; b++)
{
if (CheckCollisionRecs(boxes[b], lights[0].bounds)) DrawRectangleRec(boxes[b], Color.Purple);
DrawRectangleLines((int)boxes[b].X, (int)boxes[b].Y, (int)boxes[b].Width, (int)boxes[b].Height, Color.DarkBlue);
}
DrawText("(F1) Hide Shadow Volumes", 10, 50, 10, Color.Green);
}
else
{
DrawText("(F1) Show Shadow Volumes", 10, 50, 10, Color.Green);
}
DrawFPS(screenWidth - 80, 10);
DrawText("Drag to move light #1", 10, 10, 10, Color.DarkGreen);
DrawText("Right click to add new light", 10, 30, 10, Color.DarkGreen);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadTexture(backgroundTexture);
UnloadRenderTexture(lightMask);
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].active) UnloadRenderTexture(lights[i].mask);
}
}
//------------------------------------------------------------------------------------
// Module Functions Definition
//------------------------------------------------------------------------------------
// Move a light and mark it as dirty so that we update it's mask next frame
private void MoveLight(int slot, float x, float y)
{
lights[slot].dirty = true;
lights[slot].position.X = x;
lights[slot].position.Y = y;
// update the cached bounds
lights[slot].bounds.X = x - lights[slot].outerRadius;
lights[slot].bounds.Y = y - lights[slot].outerRadius;
}
// Compute a shadow volume for the edge
// It takes the edge and projects it back by the light radius and turns it into a quad
private void ComputeShadowVolumeForEdge(int slot, Vector2 sp, Vector2 ep)
{
if (lights[slot].shadowCount >= MAX_SHADOWS) return;
float extension = lights[slot].outerRadius * 2;
Vector2 spVector = Vector2Normalize(Vector2Subtract(sp, lights[slot].position));
Vector2 spProjection = Vector2Add(sp, Vector2Scale(spVector, extension));
Vector2 epVector = Vector2Normalize(Vector2Subtract(ep, lights[slot].position));
Vector2 epProjection = Vector2Add(ep, Vector2Scale(epVector, extension));
lights[slot].shadows[lights[slot].shadowCount].vertices[0] = sp;
lights[slot].shadows[lights[slot].shadowCount].vertices[1] = ep;
lights[slot].shadows[lights[slot].shadowCount].vertices[2] = epProjection;
lights[slot].shadows[lights[slot].shadowCount].vertices[3] = spProjection;
lights[slot].shadowCount++;
}
// Setup a light
private void SetupLight(int slot, float x, float y, float radius)
{
lights[slot].active = true;
lights[slot].valid = false; // The light must prove it is valid
lights[slot].mask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
lights[slot].outerRadius = radius;
lights[slot].bounds.Width = radius * 2;
lights[slot].bounds.Height = radius * 2;
MoveLight(slot, x, y);
// Force the render texture to have something in it
DrawLightMask(slot);
}
// See if a light needs to update it's mask
private bool UpdateLight(int slot, Rectangle[] boxes, int count)
{
if (!lights[slot].active || !lights[slot].dirty) return false;
lights[slot].dirty = false;
lights[slot].shadowCount = 0;
lights[slot].valid = false;
for (int i = 0; i < count; i++)
{
// Are we in a box? if so we are not valid
if (CheckCollisionPointRec(lights[slot].position, boxes[i])) return false;
// If this box is outside our bounds, we can skip it
if (!CheckCollisionRecs(lights[slot].bounds, boxes[i])) continue;
// Check the edges that are on the same side we are, and cast shadow volumes out from them
// Top
Vector2 sp = new Vector2(boxes[i].X, boxes[i].Y);
Vector2 ep = new Vector2(boxes[i].X + boxes[i].Width, boxes[i].Y);
if (lights[slot].position.Y > ep.Y) ComputeShadowVolumeForEdge(slot, sp, ep);
// Right
sp = ep;
ep.Y += boxes[i].Height;
if (lights[slot].position.X < ep.X) ComputeShadowVolumeForEdge(slot, sp, ep);
// Bottom
sp = ep;
ep.X -= boxes[i].Width;
if (lights[slot].position.Y < ep.Y) ComputeShadowVolumeForEdge(slot, sp, ep);
// Left
sp = ep;
ep.Y -= boxes[i].Height;
if (lights[slot].position.X > ep.X) ComputeShadowVolumeForEdge(slot, sp, ep);
// The box itself
lights[slot].shadows[lights[slot].shadowCount].vertices[0] = new Vector2(boxes[i].X, boxes[i].Y);
lights[slot].shadows[lights[slot].shadowCount].vertices[1] = new Vector2(boxes[i].X, boxes[i].Y + boxes[i].Height);
lights[slot].shadows[lights[slot].shadowCount].vertices[2] = new Vector2(boxes[i].X + boxes[i].Width, boxes[i].Y + boxes[i].Height);
lights[slot].shadows[lights[slot].shadowCount].vertices[3] = new Vector2(boxes[i].X + boxes[i].Width, boxes[i].Y);
lights[slot].shadowCount++;
}
lights[slot].valid = true;
DrawLightMask(slot);
return true;
}
// Draw the light and shadows to the mask for a light
private void DrawLightMask(int slot)
{
// Use the light mask
BeginTextureMode(lights[slot].mask);
ClearBackground(Color.White);
// Force the blend mode to only set the alpha of the destination
SetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
SetBlendMode(BlendMode.Custom);
// If we are valid, then draw the light radius to the alpha mask
if (lights[slot].valid) DrawCircleGradient(lights[slot].position, lights[slot].outerRadius, ColorAlpha(Color.White, 0), Color.White);
DrawRenderBatchActive();
// Cut out the shadows from the light radius by forcing the alpha to maximum
SetBlendMode(BlendMode.Alpha);
SetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MAX);
SetBlendMode(BlendMode.Custom);
// Draw the shadows to the alpha mask
for (int i = 0; i < lights[slot].shadowCount; i++)
{
DrawTriangleFan(lights[slot].shadows[i].vertices, 4, Color.White);
}
DrawRenderBatchActive();
// Go back to normal blend mode
SetBlendMode(BlendMode.Alpha);
EndTextureMode();
}
// Set up some boxes
private void SetupBoxes()
{
boxes[0] = new Rectangle(150, 80, 40, 40);
boxes[1] = new Rectangle(1200, 700, 40, 40);
boxes[2] = new Rectangle(200, 600, 40, 40);
boxes[3] = new Rectangle(1000, 50, 40, 40);
boxes[4] = new Rectangle(500, 350, 40, 40);
for (int i = 5; i < MAX_BOXES; i++)
{
boxes[i] = new Rectangle((float)GetRandomValue(0, GetScreenWidth()), (float)GetRandomValue(0, GetScreenHeight()), (float)GetRandomValue(10, 100), (float)GetRandomValue(10, 100));
}
boxCount = MAX_BOXES;
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - top down lights");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new TopDownLights();
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;
}
}

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/*******************************************************************************************
*
* raylib [shapes] example - triangle strip
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by Jopestpe (@jopestpe)
*
* 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) 2025 Jopestpe (@jopestpe)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public partial class TriangleStrip : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Triangle Strip";
public string Title => "raylib [shapes] example - triangle strip";
private Vector2[] points;
private Vector2 center;
private float segments;
private float insideRadius;
private float outsideRadius;
private bool outline;
public void Init()
{
points = new Vector2[122];
center = new((screenWidth / 2.0f) - 125.0f, screenHeight / 2.0f);
segments = 6.0f;
insideRadius = 100.0f;
outsideRadius = 150.0f;
outline = true;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
int pointCount = (int)(segments);
float angleStep = (360.0f / pointCount) * DEG2RAD;
for (int i = 0, i2 = 0; i < pointCount; i++, i2 += 2)
{
float angle1 = i * angleStep;
points[i2] = new Vector2(center.X + MathF.Cos(angle1) * insideRadius, center.Y + MathF.Sin(angle1) * insideRadius);
float angle2 = angle1 + angleStep / 2.0f;
points[i2 + 1] = new Vector2(center.X + MathF.Cos(angle2) * outsideRadius, center.Y + MathF.Sin(angle2) * outsideRadius);
}
points[pointCount * 2] = points[0];
points[pointCount * 2 + 1] = points[1];
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
for (int i = 0; i < pointCount; i++)
{
Vector2 a = points[i * 2];
Vector2 b = points[i * 2 + 1];
Vector2 c = points[i * 2 + 2];
Vector2 d = points[i * 2 + 3];
float angle1 = i * angleStep;
DrawTriangle(c, b, a, ColorFromHSV(angle1 * RAD2DEG, 1.0f, 1.0f));
DrawTriangle(d, b, c, ColorFromHSV((angle1 + angleStep / 2) * RAD2DEG, 1.0f, 1.0f));
if (outline)
{
DrawTriangleLines(a, b, c, Color.Black);
DrawTriangleLines(c, b, d, Color.Black);
}
}
DrawLine(580, 0, 580, GetScreenHeight(), new Color(218, 218, 218, 255));
DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), new Color(232, 232, 232, 255));
// Draw GUI controls
//------------------------------------------------------------------------------
// NOTE: raygui is not bound in raylib-cs, so the interactive controls are omitted
// and 'segments'/'outline' keep their initial values.
//GuiSliderBar(new Rectangle(640, 40, 120, 20), "Segments", TextFormat("%.0f", segments), ref segments, 6.0f, 60.0f);
//GuiCheckBox(new Rectangle(640, 70, 20, 20), "Outline", ref outline);
//------------------------------------------------------------------------------
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - triangle strip");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new TriangleStrip();
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;
}
}

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/*******************************************************************************************
*
* raylib [shapes] example - vector angle
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 1.0, last time updated with raylib 5.0
*
* 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 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Raymath; // Required for: Vector2LineAngle()
namespace Examples.Shapes;
public partial class VectorAngle : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Vector Angle";
public string Title => "raylib [shapes] example - vector angle";
private Vector2 v0;
private Vector2 v1;
private Vector2 v2; // Updated with mouse position
private float angle; // Angle in degrees
private int angleMode; // 0-Vector2Angle(), 1-Vector2LineAngle()
public void Init()
{
v0 = new(screenWidth / 2.0f, screenHeight / 2.0f);
v1 = Vector2Add(v0, new Vector2(100.0f, 80.0f));
v2 = new(0, 0); // Updated with mouse position
angle = 0.0f; // Angle in degrees
angleMode = 0; // 0-Vector2Angle(), 1-Vector2LineAngle()
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
float startangle = 0.0f;
if (angleMode == 0) startangle = -Vector2LineAngle(v0, v1) * RAD2DEG;
if (angleMode == 1) startangle = 0.0f;
v2 = GetMousePosition();
if (IsKeyPressed(KeyboardKey.Space)) angleMode = (angleMode == 0) ? 1 : 0;
if ((angleMode == 0) && IsMouseButtonDown(MouseButton.Right)) v1 = GetMousePosition();
if (angleMode == 0)
{
// Calculate angle between two vectors, considering a common origin (v0)
Vector2 v1Normal = Vector2Normalize(Vector2Subtract(v1, v0));
Vector2 v2Normal = Vector2Normalize(Vector2Subtract(v2, v0));
angle = Vector2Angle(v1Normal, v2Normal) * RAD2DEG;
}
else if (angleMode == 1)
{
// Calculate angle defined by a two vectors line, in reference to horizontal line
angle = Vector2LineAngle(v0, v2) * RAD2DEG;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (angleMode == 0)
{
DrawText("MODE 0: Angle between V1 and V2", 10, 10, 20, Color.Black);
DrawText("Right Click to Move V2", 10, 30, 20, Color.DarkGray);
DrawLineEx(v0, v1, 2.0f, Color.Black);
DrawLineEx(v0, v2, 2.0f, Color.Red);
DrawCircleSector(v0, 40.0f, startangle, startangle + angle, 32, Fade(Color.Green, 0.6f));
}
else if (angleMode == 1)
{
DrawText("MODE 1: Angle formed by line V1 to V2", 10, 10, 20, Color.Black);
DrawLine(0, screenHeight / 2, screenWidth, screenHeight / 2, Color.LightGray);
DrawLineEx(v0, v2, 2.0f, Color.Red);
DrawCircleSector(v0, 40.0f, startangle, startangle - angle, 32, Fade(Color.Green, 0.6f));
}
DrawText("v0", (int)v0.X, (int)v0.Y, 10, Color.DarkGray);
// If the line from v0 to v1 would overlap the text, move it's position up 10
if (angleMode == 0 && Vector2Subtract(v0, v1).Y > 0.0f) DrawText("v1", (int)v1.X, (int)v1.Y - 10, 10, Color.DarkGray);
if (angleMode == 0 && Vector2Subtract(v0, v1).Y < 0.0f) DrawText("v1", (int)v1.X, (int)v1.Y, 10, Color.DarkGray);
// If angle mode 1, use v1 to emphasize the horizontal line
if (angleMode == 1) DrawText("v1", (int)v0.X + 40, (int)v0.Y, 10, Color.DarkGray);
// position adjusted by -10 so it isn't hidden by cursor
DrawText("v2", (int)v2.X - 10, (int)v2.Y - 10, 10, Color.DarkGray);
DrawText("Press SPACE to change MODE", 460, 10, 20, Color.DarkGray);
DrawText($"ANGLE: {angle:F2}", 10, 70, 20, Color.Lime);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - vector angle");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new VectorAngle();
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;
}
}