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raylib-cs/Examples/Core/DeltaTime.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

157 lines
5.1 KiB
C#

/*******************************************************************************************
*
* raylib [core] example - delta time
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 5.5, 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)
*
********************************************************************************************/
namespace Examples.Core;
using static Raylib_cs.Raylib;
public partial class DeltaTime : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
// The speed applied to both circles
private const float speed = 10.0f;
private const float circleRadius = 32.0f;
private int currentFps;
// Store the position for the both of the circles
private Vector2 deltaCircle;
private Vector2 frameCircle;
public string Name => "Core / Delta Time";
public string Title => "raylib [core] example - delta time";
public void Init()
{
currentFps = 60;
// Store the position for the both of the circles
deltaCircle = new Vector2(0, (float)screenHeight / 3.0f);
frameCircle = new Vector2(0, (float)screenHeight * (2.0f / 3.0f));
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// Adjust the FPS target based on the mouse wheel
var mouseWheel = GetMouseWheelMove();
if (mouseWheel != 0)
{
currentFps += (int)mouseWheel;
if (currentFps < 0)
{
currentFps = 0;
}
SetTargetFPS(currentFps);
}
// GetFrameTime() returns the time it took to draw the last frame, in seconds (usually called delta time)
// Uses the delta time to make the circle look like it's moving at a "consistent" speed regardless of FPS
// Multiply by 6.0 (an arbitrary value) in order to make the speed
// visually closer to the other circle (at 60 fps), for comparison
deltaCircle.X += GetFrameTime() * 6.0f * speed;
// This circle can move faster or slower visually depending on the FPS
frameCircle.X += 0.1f * speed;
// If either circle is off the screen, reset it back to the start
if (deltaCircle.X > screenWidth)
{
deltaCircle.X = 0;
}
if (frameCircle.X > screenWidth)
{
frameCircle.X = 0;
}
// Reset both circles positions
if (IsKeyPressed(KeyboardKey.R))
{
deltaCircle.X = 0;
frameCircle.X = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw both circles to the screen
DrawCircleV(deltaCircle, circleRadius, Color.Red);
DrawCircleV(frameCircle, circleRadius, Color.Blue);
// Draw the help text
// Determine what help text to show depending on the current FPS target
var fpsText = "";
if (currentFps <= 0)
{
fpsText = $"FPS: unlimited ({GetFPS()})";
}
else
{
fpsText = $"FPS: {GetFPS()} (target: {currentFps})";
}
DrawText(fpsText, 10, 10, 20, Color.DarkGray);
DrawText($"Frame time: {GetFrameTime():F2} ms", 10, 30, 20, Color.DarkGray);
DrawText("Use the scroll wheel to change the fps limit, r to reset", 10, 50, 20, Color.DarkGray);
// Draw the text above the circles
DrawText("FUNC: x += GetFrameTime()*speed", 10, 90, 20, Color.Red);
DrawText("FUNC: x += speed", 10, 240, 20, Color.Blue);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [core] example - delta time");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new DeltaTime();
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;
}
}