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								/*******************************************************************************************
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								*
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								*   raylib [core] example - 2D Camera system
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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 1.5, last time updated with raylib 3.0
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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) 2016-2025 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#define MAX_BUILDINGS   100
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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 [core] example - 2d camera");
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								    Rectangle player = { 400, 280, 40, 40 };
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								    Rectangle buildings[MAX_BUILDINGS] = { 0 };
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								    Color buildColors[MAX_BUILDINGS] = { 0 };
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								    int spacing = 0;
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								    for (int i = 0; i < MAX_BUILDINGS; i++)
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								    {
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								        buildings[i].width = (float)GetRandomValue(50, 200);
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								        buildings[i].height = (float)GetRandomValue(100, 800);
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								        buildings[i].y = screenHeight - 130.0f - buildings[i].height;
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								        buildings[i].x = -6000.0f + spacing;
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								        spacing += (int)buildings[i].width;
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								        buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
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								    }
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								    Camera2D camera = { 0 };
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								    camera.target = (Vector2){ player.x + 20.0f, player.y + 20.0f };
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								    camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
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								    camera.rotation = 0.0f;
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								    camera.zoom = 1.0f;
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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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								        // Player movement
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								        if (IsKeyDown(KEY_RIGHT)) player.x += 2;
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								        else if (IsKeyDown(KEY_LEFT)) player.x -= 2;
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								        // Camera target follows player
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								        camera.target = (Vector2){ player.x + 20, player.y + 20 };
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								        // Camera rotation controls
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								        if (IsKeyDown(KEY_A)) camera.rotation--;
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								        else if (IsKeyDown(KEY_S)) camera.rotation++;
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								        // Limit camera rotation to 80 degrees (-40 to 40)
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								        if (camera.rotation > 40) camera.rotation = 40;
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								        else if (camera.rotation < -40) camera.rotation = -40;
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								        // Camera zoom controls
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								        camera.zoom += ((float)GetMouseWheelMove()*0.05f);
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								        if (camera.zoom > 3.0f) camera.zoom = 3.0f;
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								        else if (camera.zoom < 0.1f) camera.zoom = 0.1f;
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								        // Camera reset (zoom and rotation)
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								        if (IsKeyPressed(KEY_R))
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								        {
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								            camera.zoom = 1.0f;
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								            camera.rotation = 0.0f;
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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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								            BeginMode2D(camera);
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								                DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
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								                for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
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								                DrawRectangleRec(player, RED);
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								                DrawLine((int)camera.target.x, -screenHeight*10, (int)camera.target.x, screenHeight*10, GREEN);
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								                DrawLine(-screenWidth*10, (int)camera.target.y, screenWidth*10, (int)camera.target.y, GREEN);
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								            EndMode2D();
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								            DrawText("SCREEN AREA", 640, 10, 20, RED);
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								            DrawRectangle(0, 0, screenWidth, 5, RED);
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								            DrawRectangle(0, 5, 5, screenHeight - 10, RED);
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								            DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
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								            DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
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								            DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
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								            DrawRectangleLines( 10, 10, 250, 113, BLUE);
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								            DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
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								            DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
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								            DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
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								            DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY);
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								            DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY);
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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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