feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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234 changed files with 38997 additions and 10578 deletions
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@ -2,10 +2,14 @@
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*
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* raylib [textures] example - sprite explosion
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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) 2019 Anata and Ramon Santamaria (@raysan5)
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* Example originally created with raylib 2.5, last time updated with raylib 3.5
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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) 2019-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -14,117 +18,144 @@ using static Raylib_cs.Raylib;
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namespace Examples.Textures;
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public class SpriteExplosion
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public partial class SpriteExplosion : IExample
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{
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const int NumFramesPerLine = 5;
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const int NumLines = 5;
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private const int NumFramesPerLine = 5;
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private const int NumLines = 5;
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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 => "Textures / Sprite Explosion";
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public string Title => "raylib [textures] example - sprite explosion";
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private Sound fxBoom;
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private Texture2D explosion;
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private int frameWidth;
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private int frameHeight;
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private int currentFrame;
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private int currentLine;
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private Rectangle frameRec;
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private Vector2 position;
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private bool active;
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private int framesCounter;
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public void Init()
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{
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InitAudioDevice();
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// Load explosion sound
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fxBoom = LoadSound("resources/audio/boom.wav");
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// Load explosion texture
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explosion = LoadTexture("resources/explosion.png");
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// Init variables for animation
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frameWidth = explosion.Width / NumFramesPerLine; // Sprite one frame rectangle width
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frameHeight = explosion.Height / NumLines; // Sprite one frame rectangle height
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currentFrame = 0;
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currentLine = 0;
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frameRec = new(0, 0, frameWidth, frameHeight);
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position = new(0.0f, 0.0f);
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active = false;
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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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// Check for mouse button pressed and activate explosion (if not active)
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if (IsMouseButtonPressed(MouseButton.Left) && !active)
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{
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position = GetMousePosition();
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active = true;
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position.X -= frameWidth / 2;
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position.Y -= frameHeight / 2;
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PlaySound(fxBoom);
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}
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// Compute explosion animation frames
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if (active)
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{
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framesCounter++;
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if (framesCounter > 2)
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{
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currentFrame++;
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if (currentFrame >= NumFramesPerLine)
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{
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currentFrame = 0;
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currentLine++;
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if (currentLine >= NumLines)
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{
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currentLine = 0;
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active = false;
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}
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}
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framesCounter = 0;
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}
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}
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frameRec.X = frameWidth * currentFrame;
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frameRec.Y = frameHeight * currentLine;
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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 explosion required frame rectangle
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if (active)
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{
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DrawTextureRec(explosion, frameRec, position, Color.White);
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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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UnloadTexture(explosion); // Unload texture
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UnloadSound(fxBoom); // Unload sound
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CloseAudioDevice();
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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 [textures] example - sprite explosion");
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InitAudioDevice();
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// Load explosion sound
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Sound fxBoom = LoadSound("resources/audio/boom.wav");
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// Load explosion texture
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Texture2D explosion = LoadTexture("resources/explosion.png");
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// Init variables for animation
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// Sprite one frame rectangle width
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int frameWidth = explosion.Width / NumFramesPerLine;
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// Sprite one frame rectangle height
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int frameHeight = explosion.Height / NumLines;
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int currentFrame = 0;
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int currentLine = 0;
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Rectangle frameRec = new(0, 0, frameWidth, frameHeight);
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Vector2 position = new(0.0f, 0.0f);
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bool active = false;
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int framesCounter = 0;
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SetTargetFPS(120);
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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 SpriteExplosion();
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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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// Check for mouse button pressed and activate explosion (if not active)
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if (IsMouseButtonPressed(MouseButton.Left) && !active)
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{
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position = GetMousePosition();
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active = true;
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position.X -= frameWidth / 2;
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position.Y -= frameHeight / 2;
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PlaySound(fxBoom);
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}
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// Compute explosion animation frames
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if (active)
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{
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framesCounter++;
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if (framesCounter > 2)
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{
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currentFrame++;
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if (currentFrame >= NumFramesPerLine)
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{
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currentFrame = 0;
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currentLine++;
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if (currentLine >= NumLines)
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{
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currentLine = 0;
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active = false;
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}
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}
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framesCounter = 0;
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}
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}
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frameRec.X = frameWidth * currentFrame;
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frameRec.Y = frameHeight * currentLine;
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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 explosion required frame rectangle
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if (active)
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{
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DrawTextureRec(explosion, frameRec, position, Color.White);
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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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UnloadTexture(explosion);
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UnloadSound(fxBoom);
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CloseAudioDevice();
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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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