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								/*******************************************************************************************
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								*
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								*   Physac - Physics movement
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								*
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								*   NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
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								*   NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
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								*
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								*   Use the following line to compile:
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								*
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								*   gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static  /
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								*       -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm /
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								*       -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
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								*   
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								*   Copyright (c) 2016-2018 Victor Fisac
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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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								#define PHYSAC_NO_THREADS
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								#include "physac.h"
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								#define VELOCITY    0.5f
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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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								    SetConfigFlags(FLAG_MSAA_4X_HINT);
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								    InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics movement");
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								    // Physac logo drawing position
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								    int logoX = screenWidth - MeasureText("Physac", 30) - 10;
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								    int logoY = 15;
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								    // Initialize physics and default physics bodies
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								    InitPhysics();
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								    // Create floor and walls rectangle physics body
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								    PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
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								    PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
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								    PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
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								    PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2 }, 10, screenHeight, 10);
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								    PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth + 5, screenHeight/2 }, 10, screenHeight, 10);
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								    // Disable dynamics to floor and walls physics bodies
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								    floor->enabled = false;
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								    platformLeft->enabled = false;
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								    platformRight->enabled = false;
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								    wallLeft->enabled = false;
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								    wallRight->enabled = false;
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								    // Create movement physics body
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								    PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight/2 }, 50, 50, 1);
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								    body->freezeOrient = true;  // Constrain body rotation to avoid little collision torque amounts
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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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								        RunPhysicsStep();
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								        if (IsKeyPressed('R'))    // Reset physics input
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								        {
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								            // Reset movement physics body position, velocity and rotation
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								            body->position = (Vector2){ screenWidth/2, screenHeight/2 };
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								            body->velocity = (Vector2){ 0, 0 };
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								            SetPhysicsBodyRotation(body, 0);
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								        }
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								        // Horizontal movement input
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								        if (IsKeyDown(KEY_RIGHT)) body->velocity.x = VELOCITY;
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								        else if (IsKeyDown(KEY_LEFT)) body->velocity.x = -VELOCITY;
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								        // Vertical movement input checking if player physics body is grounded
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								        if (IsKeyDown(KEY_UP) && body->isGrounded) body->velocity.y = -VELOCITY*4;
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								        //----------------------------------------------------------------------------------
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								        // Draw
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								        //----------------------------------------------------------------------------------
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								        BeginDrawing();
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								            ClearBackground(BLACK);
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								            DrawFPS(screenWidth - 90, screenHeight - 30);
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								            // Draw created physics bodies
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								            int bodiesCount = GetPhysicsBodiesCount();
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								            for (int i = 0; i < bodiesCount; i++)
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								            {
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								                PhysicsBody body = GetPhysicsBody(i);
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								                int vertexCount = GetPhysicsShapeVerticesCount(i);
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								                for (int j = 0; j < vertexCount; j++)
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								                {
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								                    // Get physics bodies shape vertices to draw lines
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								                    // Note: GetPhysicsShapeVertex() already calculates rotation transformations
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								                    Vector2 vertexA = GetPhysicsShapeVertex(body, j);
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								                    int jj = (((j + 1) < vertexCount) ? (j + 1) : 0);   // Get next vertex or first to close the shape
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								                    Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
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								                    DrawLineV(vertexA, vertexB, GREEN);     // Draw a line between two vertex positions
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								                }
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								            }
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								            DrawText("Use 'ARROWS' to move player", 10, 10, 10, WHITE);
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								            DrawText("Press 'R' to reset example", 10, 30, 10, WHITE);
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								            DrawText("Physac", logoX, logoY, 30, WHITE);
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								            DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
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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
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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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