* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
221 lines
7.1 KiB
C#
221 lines
7.1 KiB
C#
/*******************************************************************************************
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*
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* raylib [shapes] example - kaleidoscope
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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 5.5, last time updated with raylib 5.6
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*
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* Example contributed by Hugo ARNAL (@hugoarnal) 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 Hugo ARNAL (@hugoarnal) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using static Raylib_cs.Raymath;
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namespace Examples.Shapes;
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public partial class Kaleidoscope : 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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private const int MAX_DRAW_LINES = 8192;
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// Line data type
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private struct Line
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{
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public Vector2 Start;
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public Vector2 End;
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}
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public string Name => "Shapes / Kaleidoscope";
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public string Title => "raylib [shapes] example - kaleidoscope";
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public int TargetFps => 20;
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// Lines array as a global static variable to be stored
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// in heap and avoid potential stack overflow (on Web platform)
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private Line[] lines;
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// Line drawing properties
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private int symmetry;
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private float angle;
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private float thickness;
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private Rectangle resetButtonRec;
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private Rectangle backButtonRec;
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private Rectangle nextButtonRec;
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private Vector2 mousePos;
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private Vector2 prevMousePos;
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private Vector2 scaleVector;
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private Vector2 offset;
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private Camera2D camera;
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private int currentLineCounter;
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private int totalLineCounter;
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private bool resetButtonClicked;
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private bool backButtonClicked;
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private bool nextButtonClicked;
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public void Init()
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{
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lines = new Line[MAX_DRAW_LINES];
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// Line drawing properties
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symmetry = 6;
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angle = 360.0f / (float)symmetry;
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thickness = 3.0f;
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resetButtonRec = new(screenWidth - 55.0f, 5.0f, 50, 25);
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backButtonRec = new(screenWidth - 55.0f, screenHeight - 30.0f, 25, 25);
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nextButtonRec = new(screenWidth - 30.0f, screenHeight - 30.0f, 25, 25);
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mousePos = new(0, 0);
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prevMousePos = new(0, 0);
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scaleVector = new(1.0f, -1.0f);
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offset = new((float)screenWidth / 2.0f, (float)screenHeight / 2.0f);
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camera = new();
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camera.Target = new(0, 0);
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camera.Offset = offset;
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camera.Rotation = 0.0f;
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camera.Zoom = 1.0f;
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currentLineCounter = 0;
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totalLineCounter = 0;
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resetButtonClicked = false;
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backButtonClicked = false;
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nextButtonClicked = false;
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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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prevMousePos = mousePos;
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mousePos = GetMousePosition();
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Vector2 lineStart = Vector2Subtract(mousePos, offset);
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Vector2 lineEnd = Vector2Subtract(prevMousePos, offset);
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if (
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IsMouseButtonDown(MouseButton.Left)
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&& !CheckCollisionPointRec(mousePos, resetButtonRec)
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&& !CheckCollisionPointRec(mousePos, backButtonRec)
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&& !CheckCollisionPointRec(mousePos, nextButtonRec)
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)
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{
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for (int s = 0; (s < symmetry) && (totalLineCounter < (MAX_DRAW_LINES - 1)); s++)
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{
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lineStart = Vector2Rotate(lineStart, angle * DEG2RAD);
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lineEnd = Vector2Rotate(lineEnd, angle * DEG2RAD);
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// Store mouse line
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lines[totalLineCounter].Start = lineStart;
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lines[totalLineCounter].End = lineEnd;
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// Store reflective line
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lines[totalLineCounter + 1].Start = Vector2Multiply(lineStart, scaleVector);
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lines[totalLineCounter + 1].End = Vector2Multiply(lineEnd, scaleVector);
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totalLineCounter += 2;
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currentLineCounter = totalLineCounter;
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}
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}
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if (resetButtonClicked)
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{
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Array.Clear(lines, 0, MAX_DRAW_LINES);
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currentLineCounter = 0;
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totalLineCounter = 0;
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}
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if (backButtonClicked && (currentLineCounter > 0))
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{
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currentLineCounter -= 1;
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}
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if (nextButtonClicked && (currentLineCounter < MAX_DRAW_LINES) && ((currentLineCounter + 1) <= totalLineCounter))
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{
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currentLineCounter += 1;
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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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BeginMode2D(camera);
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for (int s = 0; s < symmetry; s++)
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{
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for (int i = 0; i < currentLineCounter; i += 2)
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{
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DrawLineEx(lines[i].Start, lines[i].End, thickness, Color.Black);
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DrawLineEx(lines[i + 1].Start, lines[i + 1].End, thickness, Color.Black);
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}
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}
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EndMode2D();
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// NOTE: raygui is not bound in raylib-cs, so the on-screen back/next/reset
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// controls are unavailable; drawing with the mouse still works.
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//------------------------------------------------------------------------------
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/*
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if ((currentLineCounter - 1) < 0) GuiDisable();
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backButtonClicked = GuiButton(backButtonRec, "<");
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GuiEnable();
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if ((currentLineCounter + 1) > totalLineCounter) GuiDisable();
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nextButtonClicked = GuiButton(nextButtonRec, ">");
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GuiEnable();
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resetButtonClicked = GuiButton(resetButtonRec, "Reset");
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*/
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//------------------------------------------------------------------------------
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DrawText($"LINES: {currentLineCounter}/{MAX_DRAW_LINES}", 10, screenHeight - 30, 20, Color.Maroon);
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DrawFPS(10, 10);
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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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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - kaleidoscope");
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SetTargetFPS(20);
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//--------------------------------------------------------------------------------------
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var game = new Kaleidoscope();
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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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