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raylib-cs/Examples/Shapes/EasingsBoxAnim.cs
2026-07-07 23:29:25 +02:00

172 lines
5.4 KiB
C#

/*******************************************************************************************
*
* raylib [shapes] example - easings box
*
* Example complexity rating: [★★☆☆] 2/4
*
* 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)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
using Examples.Shared;
namespace Examples.Shapes;
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
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new EasingsBoxAnim();
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;
}
}