/******************************************************************************************* * * raylib [shapes] example - bouncing ball * * Example complexity rating: [★☆☆☆] 1/4 * * 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) * ********************************************************************************************/ using System.Numerics; using static Raylib_cs.Raylib; namespace Examples.Shapes; 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 //--------------------------------------------------------- SetConfigFlags(ConfigFlags.Msaa4xHint); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball"); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //---------------------------------------------------------- var game = new BouncingBall(); 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; } }