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			193 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			193 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [physac] example - Forces
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*
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*   This example has been created using raylib 1.5 (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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*
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*   NOTE:
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*   Physac requires multi-threading, when InitPhysics() a second thread is created to manage
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*   physics calculations. To accomplish that, physac uses pthread Win32 library that can be
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*   found inside raylib/src/external/pthread directory. 
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*
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*   Add pthread library when compiling physac example:
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*   gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \
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*   -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall
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*
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*   Note that pthreadGC2.dll must be also copied to project directory!
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*
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*   Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define PHYSAC_IMPLEMENTATION
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#include "physac.h"
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#define FORCE_AMOUNT        5.0f
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#define FORCE_RADIUS        150
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#define LINE_LENGTH         75
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#define TRIANGLE_LENGTH     12
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int main()
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{
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    // Initialization
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    //--------------------------------------------------------------------------------------
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    int screenWidth = 800;
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    int screenHeight = 450;
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    InitWindow(screenWidth, screenHeight, "raylib [physac] example - forces");
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    InitPhysics((Vector2){ 0.0f, -9.81f/2 });      // Initialize physics module
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    // Global variables
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    Vector2 mousePosition;
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    bool isDebug = false;
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    // Create rectangle physic objects
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    PhysicBody rectangles[3];
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    for (int i = 0; i < 3; i++)
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    {
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        rectangles[i] = CreatePhysicBody((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 });
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        rectangles[i]->rigidbody.enabled = true;       // Enable physic object rigidbody behaviour
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        rectangles[i]->rigidbody.friction = 0.1f;
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    }
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    // Create circles physic objects
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    // NOTE: when creating circle physic objects, transform.scale must be { 0, 0 } and object radius must be defined in collider.radius and use this value to draw the circle.
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    PhysicBody circles[3];
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    for (int i = 0; i < 3; i++)
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    {
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        circles[i] = CreatePhysicBody((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 });
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        circles[i]->rigidbody.enabled = true;       // Enable physic object rigidbody behaviour
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        circles[i]->rigidbody.friction = 0.1f;
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        circles[i]->collider.type = COLLIDER_CIRCLE;
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        circles[i]->collider.radius = 25;
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    }
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    // Create walls physic objects
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    PhysicBody leftWall = CreatePhysicBody((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
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    PhysicBody rightWall = CreatePhysicBody((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
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    PhysicBody topWall = CreatePhysicBody((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 });
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    PhysicBody bottomWall = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 });
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    SetTargetFPS(60);
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    //--------------------------------------------------------------------------------------
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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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        // Update
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        //----------------------------------------------------------------------------------
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        // Update mouse position value
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        mousePosition = GetMousePosition();
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        // Check force input
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        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ApplyForceAtPosition(mousePosition, FORCE_AMOUNT, FORCE_RADIUS);
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        // Check reset input
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        if (IsKeyPressed('R'))
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        {
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            // Reset rectangle physic objects positions
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            for (int i = 0; i < 3; i++)
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            {
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                rectangles[i]->transform.position = (Vector2){ screenWidth/4*(i+1) - rectangles[i]->transform.scale.x/2, (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) - rectangles[i]->transform.scale.y/2 };
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                rectangles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
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            }
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            // Reset circles physic objects positions
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            for (int i = 0; i < 3; i++)
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            {
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                circles[i]->transform.position = (Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) };
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                circles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
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            }
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        }
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        // Check debug switch input
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        if (IsKeyPressed('P')) isDebug = !isDebug;
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        //----------------------------------------------------------------------------------
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        // Draw
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        //----------------------------------------------------------------------------------
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        BeginDrawing();
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            ClearBackground(RAYWHITE);
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            // Draw rectangles
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            for (int i = 0; i < 3; i++)
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            {
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                // Convert transform values to rectangle data type variable
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                DrawRectangleRec(TransformToRectangle(rectangles[i]->transform), RED);
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                if (isDebug) DrawRectangleLines(rectangles[i]->collider.bounds.x, rectangles[i]->collider.bounds.y, rectangles[i]->collider.bounds.width, rectangles[i]->collider.bounds.height, GREEN);
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                // Draw force radius
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                DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
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                // Draw direction lines
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                if (CheckCollisionPointCircle((Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 }, mousePosition, FORCE_RADIUS))
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                {
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                    Vector2 direction = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 - mousePosition.x, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 - mousePosition.y };
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                    float angle = atan2l(direction.y, direction.x);
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                    // Calculate arrow start and end positions
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                    Vector2 startPosition = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 };
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                    Vector2 endPosition = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 + (cos(angle)*LINE_LENGTH), rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 + (sin(angle)*LINE_LENGTH) };
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                    // Draw arrow line
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                    DrawLineV(startPosition, endPosition, BLACK);
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                    // Draw arrow triangle
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                    DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
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                                      (Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
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                                      (Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK);
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                }
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            }
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            // Draw circles
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            for (int i = 0; i < 3; i++)
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            {
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                DrawCircleV(circles[i]->transform.position, circles[i]->collider.radius, BLUE);
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                if (isDebug) DrawCircleLines(circles[i]->transform.position.x, circles[i]->transform.position.y, circles[i]->collider.radius, GREEN);
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                // Draw force radius
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                DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
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                // Draw direction lines
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                if (CheckCollisionPointCircle((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y }, mousePosition, FORCE_RADIUS))
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                {
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                    Vector2 direction = { circles[i]->transform.position.x - mousePosition.x, circles[i]->transform.position.y - mousePosition.y };
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                    float angle = atan2l(direction.y, direction.x);
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                    // Calculate arrow start and end positions
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                    Vector2 startPosition = { circles[i]->transform.position.x, circles[i]->transform.position.y };
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                    Vector2 endPosition = { circles[i]->transform.position.x + (cos(angle)*LINE_LENGTH), circles[i]->transform.position.y + (sin(angle)*LINE_LENGTH) };
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                    // Draw arrow line
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                    DrawLineV(startPosition, endPosition, BLACK);
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                    // Draw arrow triangle
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                    DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
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                                      (Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
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                                      (Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK);
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                }
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            }
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            // Draw help messages
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            DrawText("Use LEFT MOUSE BUTTON to apply a force", screenWidth/2 - MeasureText("Use LEFT MOUSE BUTTON to apply a force", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
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            DrawText("Use R to reset objects position", screenWidth/2 - MeasureText("Use R to reset objects position", 20)/2, screenHeight*0.875f, 20, GRAY);
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            DrawFPS(10, 10);
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        EndDrawing();
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        //----------------------------------------------------------------------------------
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    }
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    // De-Initialization
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    //--------------------------------------------------------------------------------------
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    ClosePhysics();       // Unitialize physics module
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    CloseWindow();        // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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} |