Created
February 29, 2024 20:12
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texture SinScroll with Raylib
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static void SinScroll(float offsetX, List<Texture2D> texturesList) | |
{ | |
int startX = screenWidth; | |
int startY = screenHeight / 2; | |
float frequency = 3.3f; // Fréquence de l'ondulation | |
float baseAmplitude = 110f; // Amplitude de base de l'ondulation | |
Raylib.BeginBlendMode(BlendMode.Alpha); | |
for (int i = 0; i < texturesList.Count; i++) | |
{ | |
float x = startX + (i * 21) + (offsetX * 50); | |
float amplitude = baseAmplitude * (startX - x) / startX; | |
float y = startY + (amplitude * MathF.Sin(frequency * x / 128.0f)); | |
Texture2D texture = texturesList[i]; | |
Rectangle destRect = new(x, y, texture.Width, texture.Height); | |
Raylib.DrawTexturePro(texture, new Rectangle(0, 0, texture.Width, texture.Height), destRect, Vector2.Zero, 0.0f, Color.RayWhite); | |
} | |
Raylib.EndBlendMode(); | |
} |
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