chore: clean recommit
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134 changed files with 15442 additions and 10648 deletions
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/*******************************************************************************************
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*
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* raylib [shapes] example - easings ball anim
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* raylib [shapes] example - easings ball
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
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* Example originally created with raylib 2.5, last time updated with raylib 2.5
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -14,114 +18,138 @@ using Examples.Shared;
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namespace Examples.Shapes;
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public class EasingsBallAnim
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public partial class EasingsBallAnim : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Shapes / Easings Ball Anim";
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public string Title => "raylib [shapes] example - easings ball";
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// Ball variable value to be animated with easings
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private int ballPositionX;
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private int ballRadius;
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private float ballAlpha;
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private int state;
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private int framesCounter;
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public void Init()
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{
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ballPositionX = -100;
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ballRadius = 20;
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ballAlpha = 0.0f;
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state = 0;
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framesCounter = 0;
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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if (state == 0) // Move ball position X with easing
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{
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framesCounter++;
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ballPositionX = (int)Easings.EaseElasticOut(framesCounter, -100, screenWidth / 2.0f + 100, 120);
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if (framesCounter >= 120)
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{
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framesCounter = 0;
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state = 1;
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}
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}
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else if (state == 1) // Increase ball radius with easing
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{
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framesCounter++;
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ballRadius = (int)Easings.EaseElasticIn(framesCounter, 20, 500, 200);
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if (framesCounter >= 200)
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{
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framesCounter = 0;
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state = 2;
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}
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}
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else if (state == 2) // Change ball alpha with easing (background color blending)
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{
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framesCounter++;
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ballAlpha = Easings.EaseCubicOut(framesCounter, 0.0f, 1.0f, 200);
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if (framesCounter >= 200)
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{
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framesCounter = 0;
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state = 3;
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}
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}
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else if (state == 3) // Reset state to play again
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{
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if (IsKeyPressed(KeyboardKey.Enter))
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{
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// Reset required variables to play again
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ballPositionX = -100;
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ballRadius = 20;
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ballAlpha = 0.0f;
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state = 0;
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}
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}
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if (IsKeyPressed(KeyboardKey.R))
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{
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framesCounter = 0;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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if (state >= 2)
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{
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.Green);
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}
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DrawCircle(ballPositionX, 200, ballRadius, Fade(Color.Red, 1.0f - ballAlpha));
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if (state == 3)
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{
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DrawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, Color.Black);
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball");
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim");
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// Ball variable value to be animated with easings
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int ballPositionX = -100;
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int ballRadius = 20;
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float ballAlpha = 0.0f;
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int state = 0;
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int framesCounter = 0;
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SetTargetFPS(60);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new EasingsBallAnim();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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if (state == 0) // Move ball position X with easing
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{
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framesCounter += 1;
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ballPositionX = (int)Easings.EaseElasticOut(framesCounter, -100, screenWidth / 2 + 100, 120);
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if (framesCounter >= 120)
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{
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framesCounter = 0;
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state = 1;
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}
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}
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// Increase ball radius with easing
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else if (state == 1)
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{
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framesCounter += 1;
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ballRadius = (int)Easings.EaseElasticIn(framesCounter, 20, 500, 200);
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if (framesCounter >= 200)
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{
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framesCounter = 0;
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state = 2;
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}
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}
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// Change ball alpha with easing (background color blending)
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else if (state == 2)
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{
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framesCounter += 1;
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ballAlpha = Easings.EaseCubicOut(framesCounter, 0.0f, 1.0f, 200);
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if (framesCounter >= 200)
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{
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framesCounter = 0;
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state = 3;
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}
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}
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// Reset state to play again
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else if (state == 3)
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{
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if (IsKeyPressed(KeyboardKey.Enter))
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{
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// Reset required variables to play again
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ballPositionX = -100;
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ballRadius = 20;
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ballAlpha = 0.0f;
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state = 0;
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}
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}
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if (IsKeyPressed(KeyboardKey.R))
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{
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framesCounter = 0;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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if (state >= 2)
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{
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.Green);
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}
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DrawCircle(ballPositionX, 200, ballRadius, ColorAlpha(Color.Red, 1.0f - ballAlpha));
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if (state == 3)
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{
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DrawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, Color.Black);
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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