feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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Examples/Shapes/BulletHell.cs
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Examples/Shapes/BulletHell.cs
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/*******************************************************************************************
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*
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* raylib [shapes] example - bullet hell
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* Example originally created with raylib 5.6, last time updated with raylib 5.6
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*
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* Example contributed by Zero (@zerohorsepower) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 Zero (@zerohorsepower)
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*
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********************************************************************************************/
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using System;
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Shapes;
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public partial class BulletHell : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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private const int MAX_BULLETS = 500000; // Max bullets to be processed
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public string Name => "Shapes / Bullet Hell";
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public string Title => "raylib [shapes] example - bullet hell";
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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private struct Bullet
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{
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public Vector2 position; // Bullet position on screen
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public Vector2 acceleration; // Amount of pixels to be incremented to position every frame
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public bool disabled; // Skip processing and draw case out of screen
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public Color color; // Bullet color
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}
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// Bullets definition
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private Bullet[] bullets;
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private int bulletCount;
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private int bulletDisabledCount; // Used to calculate how many bullets are on screen
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private int bulletRadius;
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private float bulletSpeed;
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private int bulletRows;
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private Color[] bulletColor;
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// Spawner variables
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private float baseDirection;
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private int angleIncrement; // After spawn all bullet rows, increment this value on the baseDirection for next the frame
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private float spawnCooldown;
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private float spawnCooldownTimer;
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// Magic circle
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private float magicCircleRotation;
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// Used on performance drawing
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private RenderTexture2D bulletTexture;
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private bool drawInPerformanceMode; // Switch between DrawCircle() and DrawTexture()
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public void Init()
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{
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// Bullets definition
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bullets = new Bullet[MAX_BULLETS]; // Bullets array
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bulletCount = 0;
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bulletDisabledCount = 0;
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bulletRadius = 10;
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bulletSpeed = 3.0f;
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bulletRows = 6;
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bulletColor = new[] { Color.Red, Color.Blue };
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// Spawner variables
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baseDirection = 0;
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angleIncrement = 5;
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spawnCooldown = 2;
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spawnCooldownTimer = spawnCooldown;
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// Magic circle
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magicCircleRotation = 0;
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// Used on performance drawing
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bulletTexture = LoadRenderTexture(24, 24);
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// Draw circle to bullet texture, then draw bullet using DrawTexture()
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// NOTE: This is done to improve the performance, since DrawCircle() is very slow
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BeginTextureMode(bulletTexture);
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DrawCircle(12, 12, (float)bulletRadius, Color.White);
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DrawCircleLines(12, 12, (float)bulletRadius, Color.Black);
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EndTextureMode();
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drawInPerformanceMode = true;
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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// Reset the bullet index
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// New bullets will replace the old ones that are already disabled due to out-of-screen
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if (bulletCount >= MAX_BULLETS)
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{
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bulletCount = 0;
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bulletDisabledCount = 0;
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}
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spawnCooldownTimer--;
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if (spawnCooldownTimer < 0)
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{
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spawnCooldownTimer = spawnCooldown;
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// Spawn bullets
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float degreesPerRow = 360.0f/bulletRows;
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for (int row = 0; row < bulletRows; row++)
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{
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if (bulletCount < MAX_BULLETS)
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{
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bullets[bulletCount].position = new Vector2((float)screenWidth/2, (float)screenHeight/2);
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bullets[bulletCount].disabled = false;
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bullets[bulletCount].color = bulletColor[row%2];
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float bulletDirection = baseDirection + (degreesPerRow*row);
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// Bullet speed*bullet direction, this will determine how much pixels will be incremented/decremented
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// from the bullet position every frame. Since the bullets doesn't change its direction and speed,
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// only need to calculate it at the spawning time
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// 0 degrees = right, 90 degrees = down, 180 degrees = left and 270 degrees = up, basically clockwise
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// Case you want it to be anti-clockwise, add "* -1" at the y acceleration
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bullets[bulletCount].acceleration = new Vector2(
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bulletSpeed*MathF.Cos(bulletDirection*DEG2RAD),
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bulletSpeed*MathF.Sin(bulletDirection*DEG2RAD)
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);
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bulletCount++;
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}
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}
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baseDirection += angleIncrement;
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}
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// Update bullets position based on its acceleration
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for (int i = 0; i < bulletCount; i++)
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{
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// Only update bullet if inside the screen
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if (!bullets[i].disabled)
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{
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bullets[i].position.X += bullets[i].acceleration.X;
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bullets[i].position.Y += bullets[i].acceleration.Y;
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// Disable bullet if out of screen
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if ((bullets[i].position.X < -bulletRadius*2) ||
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(bullets[i].position.X > screenWidth + bulletRadius*2) ||
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(bullets[i].position.Y < -bulletRadius*2) ||
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(bullets[i].position.Y > screenHeight + bulletRadius*2))
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{
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bullets[i].disabled = true;
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bulletDisabledCount++;
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}
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}
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}
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// Input logic
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if ((IsKeyPressed(KeyboardKey.Right) || IsKeyPressed(KeyboardKey.D)) && (bulletRows < 359)) bulletRows++;
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if ((IsKeyPressed(KeyboardKey.Left) || IsKeyPressed(KeyboardKey.A)) && (bulletRows > 1)) bulletRows--;
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if (IsKeyPressed(KeyboardKey.Up) || IsKeyPressed(KeyboardKey.W)) bulletSpeed += 0.25f;
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if ((IsKeyPressed(KeyboardKey.Down) || IsKeyPressed(KeyboardKey.S)) && (bulletSpeed > 0.50f)) bulletSpeed -= 0.25f;
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if (IsKeyPressed(KeyboardKey.Z) && (spawnCooldown > 1)) spawnCooldown--;
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if (IsKeyPressed(KeyboardKey.X)) spawnCooldown++;
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if (IsKeyPressed(KeyboardKey.Enter)) drawInPerformanceMode = !drawInPerformanceMode;
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if (IsKeyDown(KeyboardKey.Space))
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{
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angleIncrement += 1;
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angleIncrement %= 360;
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}
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if (IsKeyPressed(KeyboardKey.C))
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{
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bulletCount = 0;
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bulletDisabledCount = 0;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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// Draw magic circle
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magicCircleRotation++;
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DrawRectanglePro(new Rectangle((float)screenWidth/2, (float)screenHeight/2, 120, 120),
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new Vector2(60.0f, 60.0f), magicCircleRotation, Color.Purple);
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DrawRectanglePro(new Rectangle((float)screenWidth/2, (float)screenHeight/2, 120, 120),
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new Vector2(60.0f, 60.0f), magicCircleRotation + 45, Color.Purple);
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DrawCircleLines(screenWidth/2, screenHeight/2, 70, Color.Black);
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DrawCircleLines(screenWidth/2, screenHeight/2, 50, Color.Black);
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DrawCircleLines(screenWidth/2, screenHeight/2, 30, Color.Black);
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// Draw bullets
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if (drawInPerformanceMode)
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{
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// Draw bullets using pre-rendered texture containing circle
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for (int i = 0; i < bulletCount; i++)
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{
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// Do not draw disabled bullets (out of screen)
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if (!bullets[i].disabled)
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{
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DrawTexture(bulletTexture.Texture,
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(int)(bullets[i].position.X - bulletTexture.Texture.Width*0.5f),
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(int)(bullets[i].position.Y - bulletTexture.Texture.Height*0.5f),
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bullets[i].color);
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}
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}
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}
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else
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{
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// Draw bullets using DrawCircle(), less performant
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for (int i = 0; i < bulletCount; i++)
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{
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// Do not draw disabled bullets (out of screen)
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if (!bullets[i].disabled)
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{
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DrawCircleV(bullets[i].position, (float)bulletRadius, bullets[i].color);
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DrawCircleLinesV(bullets[i].position, (float)bulletRadius, Color.Black);
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}
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}
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}
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// Draw UI
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DrawRectangle(10, 10, 280, 150, new Color(0, 0, 0, 200));
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DrawText("Controls:", 20, 20, 10, Color.LightGray);
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DrawText("- Right/Left or A/D: Change rows number", 40, 40, 10, Color.LightGray);
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DrawText("- Up/Down or W/S: Change bullet speed", 40, 60, 10, Color.LightGray);
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DrawText("- Z or X: Change spawn cooldown", 40, 80, 10, Color.LightGray);
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DrawText("- Space (Hold): Change the angle increment", 40, 100, 10, Color.LightGray);
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DrawText("- Enter: Switch draw method (Performance)", 40, 120, 10, Color.LightGray);
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DrawText("- C: Clear bullets", 40, 140, 10, Color.LightGray);
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DrawRectangle(610, 10, 170, 30, new Color(0, 0, 0, 200));
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if (drawInPerformanceMode) DrawText("Draw method: DrawTexture(*)", 620, 20, 10, Color.Green);
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else DrawText("Draw method: DrawCircle(*)", 620, 20, 10, Color.Red);
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DrawRectangle(135, 410, 530, 30, new Color(0, 0, 0, 200));
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DrawText($"[ FPS: {GetFPS()}, Bullets: {bulletCount - bulletDisabledCount}, Rows: {bulletRows}, Bullet speed: {bulletSpeed:F2}, Angle increment per frame: {angleIncrement}, Cooldown: {spawnCooldown:F0} ]",
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155, 420, 10, Color.Green);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadRenderTexture(bulletTexture); // Unload bullet texture
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bullet hell");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new BulletHell();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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