feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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Examples/Textures/CellularAutomata.cs
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Examples/Textures/CellularAutomata.cs
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/*******************************************************************************************
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*
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* raylib [textures] example - cellular automata
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 5.6, last time updated with raylib 5.6
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*
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* Example contributed by Jordi Santonja (@JordSant) and reviewed by Ramon Santamaria (@raysan5)
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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) 2025 Jordi Santonja (@JordSant)
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*
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********************************************************************************************/
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using static Raylib_cs.Raylib;
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namespace Examples.Textures;
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public partial class CellularAutomata : IExample
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{
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// Initialization constants
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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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private const int imageWidth = 800;
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private const int imageHeight = 800 / 2;
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// Rule button sizes and positions
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private const int drawRuleStartX = 585;
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private const int drawRuleStartY = 10;
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private const int drawRuleSpacing = 15;
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private const int drawRuleGroupSpacing = 50;
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private const int drawRuleSize = 14;
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private const int drawRuleInnerSize = 10;
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// Preset button sizes
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private const int presetsSizeX = 42;
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private const int presetsSizeY = 22;
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private const int linesUpdatedPerFrame = 4;
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public string Name => "Textures / Cellular Automata";
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public string Title => "raylib [textures] example - cellular automata";
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// Some interesting rules
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private static readonly int[] presetValues = { 18, 30, 60, 86, 102, 124, 126, 150, 182, 225 };
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private const int presetsCount = 10;
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private Image image;
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private Texture2D texture;
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private int rule;
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private int line;
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private static void ComputeLine(ref Image image, int line, int rule)
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{
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// Compute next line pixels. Boundaries are not computed, always 0
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for (var i = 1; i < imageWidth - 1; i++)
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{
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// Get, from the previous line, the 3 pixels states as a binary value
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var prevValue = ((GetImageColor(image, i - 1, line - 1).R < 5) ? 4 : 0) + // Left pixel
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((GetImageColor(image, i, line - 1).R < 5) ? 2 : 0) + // Center pixel
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((GetImageColor(image, i + 1, line - 1).R < 5) ? 1 : 0); // Right pixel
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// Get next value from rule bitmask
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var currValue = (rule & (1 << prevValue)) != 0;
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// Update pixel color
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ImageDrawPixel(ref image, i, line, currValue ? Color.Black : Color.RayWhite);
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}
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}
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public void Init()
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{
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// Image that contains the cellular automaton
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image = GenImageColor(imageWidth, imageHeight, Color.RayWhite);
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// The top central pixel set as black
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ImageDrawPixel(ref image, imageWidth / 2, 0, Color.Black);
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texture = LoadTextureFromImage(image);
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// Variables
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rule = 30; // Starting rule
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line = 1; // Line to compute, starting from line 1. One point in line 0 is already set
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}
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public unsafe void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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// Handle mouse
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var mouse = GetMousePosition();
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var mouseInCell = -1; // -1: outside any button; 0-7: rule cells; 8+: preset cells
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// Check mouse on rule cells
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for (var i = 0; i < 8; i++)
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{
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var cellX = drawRuleStartX - drawRuleGroupSpacing * i + drawRuleSpacing;
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var cellY = drawRuleStartY + drawRuleSpacing;
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if ((mouse.X >= cellX) && (mouse.X <= cellX + drawRuleSize) &&
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(mouse.Y >= cellY) && (mouse.Y <= cellY + drawRuleSize))
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{
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mouseInCell = i; // 0-7: rule cells
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break;
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}
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}
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// Check mouse on preset cells
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if (mouseInCell < 0)
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{
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for (var i = 0; i < presetsCount; i++)
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{
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var cellX = 4 + (presetsSizeX + 2) * (i / 2);
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var cellY = 2 + (presetsSizeY + 2) * (i % 2);
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if ((mouse.X >= cellX) && (mouse.X <= cellX + presetsSizeX) &&
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(mouse.Y >= cellY) && (mouse.Y <= cellY + presetsSizeY))
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{
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mouseInCell = i + 8; // 8+: preset cells
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break;
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}
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}
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}
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if (IsMouseButtonPressed(MouseButton.Left) && (mouseInCell >= 0))
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{
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// Rule changed both by selecting a preset or toggling a bit
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if (mouseInCell < 8)
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{
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rule ^= (1 << mouseInCell);
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}
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else
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{
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rule = presetValues[mouseInCell - 8];
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}
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// Reset image
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ImageClearBackground(ref image, Color.RayWhite);
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ImageDrawPixel(ref image, imageWidth / 2, 0, Color.Black);
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line = 1;
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}
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// Compute next lines
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//----------------------------------------------------------------------------------
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if (line < imageHeight)
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{
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for (var i = 0; (i < linesUpdatedPerFrame) && (line + i < imageHeight); i++)
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{
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ComputeLine(ref image, line + i, rule);
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}
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line += linesUpdatedPerFrame;
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UpdateTexture(texture, image.Data);
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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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// Draw cellular automaton texture
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DrawTexture(texture, 0, screenHeight - imageHeight, Color.White);
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// Draw preset values
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for (var i = 0; i < presetsCount; i++)
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{
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DrawText($"{presetValues[i]}", 8 + (presetsSizeX + 2) * (i / 2), 4 + (presetsSizeY + 2) * (i % 2), 20, Color.Gray);
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DrawRectangleLines(4 + (presetsSizeX + 2) * (i / 2), 2 + (presetsSizeY + 2) * (i % 2), presetsSizeX, presetsSizeY, Color.Blue);
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// If the mouse is on this preset, highlight it
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if (mouseInCell == i + 8)
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{
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DrawRectangleLinesEx(new Rectangle(2 + (presetsSizeX + 2.0f) * (i / 2),
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(presetsSizeY + 2.0f) * (i % 2),
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presetsSizeX + 4.0f, presetsSizeY + 4.0f), 3, Color.Red);
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}
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}
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// Draw rule bits
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for (var i = 0; i < 8; i++)
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{
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// The three input bits
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for (var j = 0; j < 3; j++)
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{
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DrawRectangleLines(drawRuleStartX - drawRuleGroupSpacing * i + drawRuleSpacing * j, drawRuleStartY, drawRuleSize, drawRuleSize, Color.Gray);
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if ((i & (4 >> j)) != 0)
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{
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DrawRectangle(drawRuleStartX + 2 - drawRuleGroupSpacing * i + drawRuleSpacing * j, drawRuleStartY + 2, drawRuleInnerSize, drawRuleInnerSize, Color.Black);
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}
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}
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// The output bit
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DrawRectangleLines(drawRuleStartX - drawRuleGroupSpacing * i + drawRuleSpacing, drawRuleStartY + drawRuleSpacing, drawRuleSize, drawRuleSize, Color.Blue);
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if ((rule & (1 << i)) != 0)
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{
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DrawRectangle(drawRuleStartX + 2 - drawRuleGroupSpacing * i + drawRuleSpacing, drawRuleStartY + 2 + drawRuleSpacing, drawRuleInnerSize, drawRuleInnerSize, Color.Black);
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}
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// If the mouse is on this rule bit, highlight it
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if (mouseInCell == i)
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{
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DrawRectangleLinesEx(new Rectangle(drawRuleStartX - drawRuleGroupSpacing * i + drawRuleSpacing - 2.0f,
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drawRuleStartY + drawRuleSpacing - 2.0f,
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drawRuleSize + 4.0f, drawRuleSize + 4.0f), 3, Color.Red);
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}
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}
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DrawText($"RULE: {rule}", drawRuleStartX + drawRuleSpacing * 4, drawRuleStartY + 1, 30, Color.Gray);
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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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UnloadImage(image);
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UnloadTexture(texture);
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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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InitWindow(screenWidth, screenHeight, "raylib [textures] example - cellular automata");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new CellularAutomata();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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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(); // 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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