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raylib-cs/Examples/Shapes/BulletHell.cs
2026-07-29 19:58:47 +02:00

319 lines
12 KiB
C#

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