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								/*******************************************************************************************
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								*
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								*   raylib [shapes] example - following eyes
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								*
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								*   Example originally created with raylib 2.5, last time updated with raylib 2.5
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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) 2013-2023 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include <math.h>       // Required for: atan2f()
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								//------------------------------------------------------------------------------------
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								// Program main entry point
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								//------------------------------------------------------------------------------------
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								int main(void)
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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 [shapes] example - following eyes");
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								    Vector2 scleraLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
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								    Vector2 scleraRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
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								    float scleraRadius = 80;
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								    Vector2 irisLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
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								    Vector2 irisRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
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								    float irisRadius = 24;
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								    float angle = 0.0f;
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								    float dx = 0.0f, dy = 0.0f, dxx = 0.0f, dyy = 0.0f;
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								    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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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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								        irisLeftPosition = GetMousePosition();
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								        irisRightPosition = GetMousePosition();
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								        // Check not inside the left eye sclera
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								        if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - 20))
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								        {
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								            dx = irisLeftPosition.x - scleraLeftPosition.x;
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								            dy = irisLeftPosition.y - scleraLeftPosition.y;
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								            angle = atan2f(dy, dx);
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								            dxx = (scleraRadius - irisRadius)*cosf(angle);
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								            dyy = (scleraRadius - irisRadius)*sinf(angle);
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								            irisLeftPosition.x = scleraLeftPosition.x + dxx;
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								            irisLeftPosition.y = scleraLeftPosition.y + dyy;
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								        }
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								        // Check not inside the right eye sclera
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								        if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - 20))
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								        {
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								            dx = irisRightPosition.x - scleraRightPosition.x;
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								            dy = irisRightPosition.y - scleraRightPosition.y;
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								            angle = atan2f(dy, dx);
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								            dxx = (scleraRadius - irisRadius)*cosf(angle);
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								            dyy = (scleraRadius - irisRadius)*sinf(angle);
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								            irisRightPosition.x = scleraRightPosition.x + dxx;
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								            irisRightPosition.y = scleraRightPosition.y + dyy;
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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(RAYWHITE);
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								            DrawCircleV(scleraLeftPosition, scleraRadius, LIGHTGRAY);
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								            DrawCircleV(irisLeftPosition, irisRadius, BROWN);
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								            DrawCircleV(irisLeftPosition, 10, BLACK);
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								            DrawCircleV(scleraRightPosition, scleraRadius, LIGHTGRAY);
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								            DrawCircleV(irisRightPosition, irisRadius, DARKGREEN);
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								            DrawCircleV(irisRightPosition, 10, BLACK);
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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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								    CloseWindow();        // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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