REXM: Update examples collection, some renames

This commit is contained in:
Ray
2025-10-17 17:01:38 +02:00
parent 4099218f1a
commit ed8c4c1b9b
17 changed files with 126 additions and 111 deletions

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@ -2,7 +2,7 @@
*
* raylib [shapes] example - simple particles
*
* Example complexity rating: [★☆☆] 1/4
* Example complexity rating: [★☆☆] 2/4
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
@ -20,7 +20,7 @@
#include <stdlib.h> // Required for: calloc(), free()
#include <math.h> // Required for: cosf(), sinf()
#define MAX_PARTICLES 3000 // Max number particles
#define MAX_PARTICLES 3000 // Max number of particles
//----------------------------------------------------------------------------------
// Types and Structures Definition
@ -100,6 +100,7 @@ int main(void)
// Update the parameters of each particle
UpdateParticles(&circularBuffer, screenWidth, screenHeight);
// Remove dead particles from the circular buffer
UpdateCircularBuffer(&circularBuffer);
@ -217,46 +218,53 @@ static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int
switch (circularBuffer->buffer[i].type)
{
case WATER:
{
circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x;
circularBuffer->buffer[i].velocity.y += 0.2f; // Gravity
circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
break;
} break;
case SMOKE:
{
circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x;
circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
circularBuffer->buffer[i].radius += 0.5f; // Increment radius: smoke expands
circularBuffer->buffer[i].color.a -= 4; // Decrement alpha: smoke fades
if (circularBuffer->buffer[i].color.a < 4) // If alpha transparent, particle dies
circularBuffer->buffer[i].alive = false;
break;
// If alpha transparent, particle dies
if (circularBuffer->buffer[i].color.a < 4) circularBuffer->buffer[i].alive = false;
} break;
case FIRE:
{
// Add a little horizontal oscillation to fire particles
circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x + cosf(circularBuffer->buffer[i].lifeTime*215.0f);
circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
circularBuffer->buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
circularBuffer->buffer[i].color.g -= 3; // Decrement green: fire turns reddish starting from yellow
if (circularBuffer->buffer[i].radius <= 0.02f) // If radius too small, particle dies
circularBuffer->buffer[i].alive = false;
break;
// If radius too small, particle dies
if (circularBuffer->buffer[i].radius <= 0.02f) circularBuffer->buffer[i].alive = false;
} break;
default: break;
}
// Disable particle when out of screen
Vector2 center = circularBuffer->buffer[i].position;
float radius = circularBuffer->buffer[i].radius;
if ((center.x < -radius) || (center.x > screenWidth + radius) ||
(center.y < -radius) || (center.y > screenHeight + radius))
if ((center.x < -radius) || (center.x > (screenWidth + radius)) ||
(center.y < -radius) || (center.y > (screenHeight + radius)))
{
circularBuffer->buffer[i].alive = false;
}
}
}
static void UpdateCircularBuffer(CircularBuffer *circularBuffer)
{
// Update circular buffer: advance tail over dead particles
while ((circularBuffer->tail != circularBuffer->head) &&
!circularBuffer->buffer[circularBuffer->tail].alive)
while ((circularBuffer->tail != circularBuffer->head) && !circularBuffer->buffer[circularBuffer->tail].alive)
{
circularBuffer->tail = (circularBuffer->tail + 1)%MAX_PARTICLES;
}