Watch
2
0
Fork
You've already forked raylib-cs
0
raylib-cs/Examples/Core/RandomSequence.cs
tiger tiger tiger 8c22e68c2a
WASM examples (+ backports of new official examples) (#344)
* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality.

* chg: Modernize CI workflow, enable SourceLink

- Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1
- Trigger push builds on main instead of master
- Create local nuget feed dir before pack (fixes NU1301)
- Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340)

* fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures

* chore: updated readme

* fix: version the native extract marker and chain download via DependsOnTargets

The .extracted marker now includes the raylib package name, so bumping
TargetRaylibTag re-extracts the new archive instead of silently keeping
(and packing/copying) the previous version's files.

_PrepareNativeLibrary and _StageWasmNative now depend directly on
_DownloadAndExtractInternal instead of CallTarget-ing it; dependency
targets run in the same project instance, so the resolved properties
(RaylibPackageName etc.) propagate naturally.

* fix: let the binding build for browser-wasm on both net8.0 and net10.0

The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x,
auto-imported for RID browser-wasm) treats every browser-wasm project as
a wasm app: it forces OutputType=Exe after project evaluation (CS5001
for a classlib) and hooks its app-bundle build after Build, which errors
because a library has no assemblies to bundle. Opt Raylib-cs out via
DisableAutoWasmBuildApp (props time, before the workload defaults its
trigger) and pin OutputType back to Library in Directory.Build.targets
(evaluated after the workload props, so the assignment wins). net10's
wasm SDK needs neither workaround.

* chore: readme updated

* chg: simplifying build logic - a simple line in the documentation should save us the code here

* fix: Wrong signature of FrameBufferComplete

* chore: readme update

* feat: samples default to local project reference, and can optionally use the nuget package

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

* chore: readme, gitignore, and targets backport.

* fix: Examples.csproj runs the download task when building locally

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

* chore: readme, gitignore, and targets backport.

* chore: clean up linter warnings

* feat: html harness focuses the example and allows quick navigation with J/K instead.

* chore: readme mentions the property to use nuget vs. the local project reference

* feat: replaced the J/K navigation with good old HTML buttons

* chore: run dotnet format scoped default (was previously scoped to just 'style')
2026-07-30 18:34:34 +01:00

180 lines
5.8 KiB
C#

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