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raylib-cs/Examples/Textures/ParticlesBlending.cs

173 lines
5.8 KiB
C#

/*******************************************************************************************
*
* raylib example - particles blending
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Textures;
public class ParticlesBlending
{
public const int MaxParticles = 200;
// Particle structure with basic data
struct Particle
{
public Vector2 Position;
public Color Color;
public float Alpha;
public float Size;
public float Rotation;
// NOTE: Use it to activate/deactive particle
public bool Active;
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending");
// Particles pool, reuse them!
Particle[] mouseTail = new Particle[MaxParticles];
// Initialize particles
for (int i = 0; i < mouseTail.Length; i++)
{
mouseTail[i].Position = new Vector2(0, 0);
mouseTail[i].Color = new Color(
GetRandomValue(0, 255),
GetRandomValue(0, 255),
GetRandomValue(0, 255),
255
);
mouseTail[i].Alpha = 1.0f;
mouseTail[i].Size = (float)GetRandomValue(1, 30) / 20.0f;
mouseTail[i].Rotation = GetRandomValue(0, 360);
mouseTail[i].Active = false;
}
float gravity = 3.0f;
Texture2D smoke = LoadTexture("resources/spark_flame.png");
BlendMode blending = BlendMode.Alpha;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
// Activate one particle every frame and Update active particles
// NOTE: Particles initial position should be mouse position when activated
// NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0)
// NOTE: When a particle disappears, active = false and it can be reused.
for (int i = 0; i < mouseTail.Length; i++)
{
if (!mouseTail[i].Active)
{
mouseTail[i].Active = true;
mouseTail[i].Alpha = 1.0f;
mouseTail[i].Position = GetMousePosition();
i = mouseTail.Length;
}
}
for (int i = 0; i < mouseTail.Length; i++)
{
if (mouseTail[i].Active)
{
mouseTail[i].Position.Y += gravity / 2;
mouseTail[i].Alpha -= 0.005f;
if (mouseTail[i].Alpha <= 0.0f)
{
mouseTail[i].Active = false;
}
mouseTail[i].Rotation += 2.0f;
}
}
if (IsKeyPressed(KeyboardKey.Space))
{
if (blending == BlendMode.Alpha)
{
blending = BlendMode.Additive;
}
else
{
blending = BlendMode.Alpha;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.DarkGray);
BeginBlendMode(blending);
// Draw active particles
for (int i = 0; i < mouseTail.Length; i++)
{
if (mouseTail[i].Active)
{
Rectangle source = new(0, 0, smoke.Width, smoke.Height);
Rectangle dest = new(
mouseTail[i].Position.X,
mouseTail[i].Position.Y,
smoke.Width * mouseTail[i].Size,
smoke.Height * mouseTail[i].Size
);
Vector2 position = new(
smoke.Width * mouseTail[i].Size / 2,
smoke.Height * mouseTail[i].Size / 2
);
Color color = ColorAlpha(mouseTail[i].Color, mouseTail[i].Alpha);
DrawTexturePro(smoke, source, dest, position, mouseTail[i].Rotation, color);
}
}
EndBlendMode();
DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, Color.Black);
if (blending == BlendMode.Alpha)
{
DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, Color.Black);
}
else
{
DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, Color.RayWhite);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(smoke);
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
}