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								/*******************************************************************************************
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								*
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								*   raylib [shapes] example - bouncing ball
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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) 2013-2024 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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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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								    SetConfigFlags(FLAG_MSAA_4X_HINT);
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								    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball");
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								    Vector2 ballPosition = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
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								    Vector2 ballSpeed = { 5.0f, 4.0f };
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								    int ballRadius = 20;
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								    bool pause = 0;
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								    int framesCounter = 0;
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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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								        if (IsKeyPressed(KEY_SPACE)) pause = !pause;
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								        if (!pause)
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								        {
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								            ballPosition.x += ballSpeed.x;
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								            ballPosition.y += ballSpeed.y;
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								            // Check walls collision for bouncing
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								            if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
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								            if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f;
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								        }
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								        else framesCounter++;
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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(ballPosition, (float)ballRadius, MAROON);
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								            DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
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								            // On pause, we draw a blinking message
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								            if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, 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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								    CloseWindow();        // Close window and OpenGL context
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								    //----------------------------------------------------------
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								    return 0;
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								}
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