feat(fixLib): fix release raylib
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1 changed files with 1840 additions and 1840 deletions
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@ -87,7 +87,7 @@ int main(void)
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{
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if ((mapPixels[y*cubicmap.width + x].r == 255) && // Collision: white pixel, only check R channel
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(CheckCollisionCircleRec(playerPos, playerRadius,
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(Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
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(rayRectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
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{
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// Collision detected, reset camera position
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camera.position = oldCamPos;
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@ -107,10 +107,10 @@ int main(void)
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EndMode3D();
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DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
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DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
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DrawrayRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
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// Draw player position radar
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DrawRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED);
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DrawrayRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED);
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DrawFPS(10, 10);
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@ -126,7 +126,7 @@ int main(void)
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UnloadTexture(texture); // Unload map texture
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UnloadModel(model); // Unload map model
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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