/*******************************************************************************************
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								*
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								*   raylib [shapes] example - collision area
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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 <stdlib.h>     // Required for: abs()
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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 - collision area");
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								    // Box A: Moving box
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								    Rectangle boxA = { 10, GetScreenHeight()/2.0f - 50, 200, 100 };
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								    int boxASpeedX = 4;
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								    // Box B: Mouse moved box
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								    Rectangle boxB = { GetScreenWidth()/2.0f - 30, GetScreenHeight()/2.0f - 30, 60, 60 };
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								    Rectangle boxCollision = { 0 }; // Collision rectangle
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								    int screenUpperLimit = 40;      // Top menu limits
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								    bool pause = false;             // Movement pause
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								    bool collision = false;         // Collision detection
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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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								        // Move box if not paused
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								        if (!pause) boxA.x += boxASpeedX;
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								        // Bounce box on x screen limits
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								        if (((boxA.x + boxA.width) >= GetScreenWidth()) || (boxA.x <= 0)) boxASpeedX *= -1;
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								        // Update player-controlled-box (box02)
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								        boxB.x = GetMouseX() - boxB.width/2;
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								        boxB.y = GetMouseY() - boxB.height/2;
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								        // Make sure Box B does not go out of move area limits
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								        if ((boxB.x + boxB.width) >= GetScreenWidth()) boxB.x = GetScreenWidth() - boxB.width;
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								        else if (boxB.x <= 0) boxB.x = 0;
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								        if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height;
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								        else if (boxB.y <= screenUpperLimit) boxB.y = (float)screenUpperLimit;
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								        // Check boxes collision
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								        collision = CheckCollisionRecs(boxA, boxB);
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								        // Get collision rectangle (only on collision)
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								        if (collision) boxCollision = GetCollisionRec(boxA, boxB);
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								        // Pause Box A movement
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								        if (IsKeyPressed(KEY_SPACE)) pause = !pause;
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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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								            DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision? RED : BLACK);
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								            DrawRectangleRec(boxA, GOLD);
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								            DrawRectangleRec(boxB, BLUE);
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								            if (collision)
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								            {
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								                // Draw collision area
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								                DrawRectangleRec(boxCollision, LIME);
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								                // Draw collision message
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								                DrawText("COLLISION!", GetScreenWidth()/2 - MeasureText("COLLISION!", 20)/2, screenUpperLimit/2 - 10, 20, BLACK);
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								                // Draw collision area
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								                DrawText(TextFormat("Collision Area: %i", (int)boxCollision.width*(int)boxCollision.height), GetScreenWidth()/2 - 100, screenUpperLimit + 10, 20, BLACK);
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								            }
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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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