/*******************************************************************************************
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								*
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								*   raylib - sample game: snake
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								*
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								*   Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria
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								*
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								*   This game has been created using raylib v1.3 (www.raylib.com)
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								*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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								*
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								*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#if defined(PLATFORM_WEB)
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								    #include <emscripten/emscripten.h>
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								#endif
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								//----------------------------------------------------------------------------------
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								// Some Defines
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								//----------------------------------------------------------------------------------
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								#define SNAKE_LENGTH   256
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								#define SQUARE_SIZE     31
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								//----------------------------------------------------------------------------------
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								// Types and Structures Definition
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								//----------------------------------------------------------------------------------
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								typedef struct Snake {
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								    Vector2 position;
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								    Vector2 size;
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								    Vector2 speed;
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								    Color color;
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								} Snake;
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								typedef struct Food {
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								    Vector2 position;
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								    Vector2 size;
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								    bool active;
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								    Color color;
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								} Food;
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								//------------------------------------------------------------------------------------
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								// Global Variables Declaration
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								//------------------------------------------------------------------------------------
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								static const int screenWidth = 800;
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								static const int screenHeight = 450;
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								static int framesCounter = 0;
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								static bool gameOver = false;
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								static bool pause = false;
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								static Food fruit = { 0 };
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								static Snake snake[SNAKE_LENGTH] = { 0 };
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								static Vector2 snakePosition[SNAKE_LENGTH] = { 0 };
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								static bool allowMove = false;
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								static Vector2 offset = { 0 };
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								static int counterTail = 0;
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								//------------------------------------------------------------------------------------
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								// Module Functions Declaration (local)
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								//------------------------------------------------------------------------------------
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								static void InitGame(void);         // Initialize game
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								static void UpdateGame(void);       // Update game (one frame)
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								static void DrawGame(void);         // Draw game (one frame)
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								static void UnloadGame(void);       // Unload game
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								static void UpdateDrawFrame(void);  // Update and Draw (one frame)
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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 (Note windowTitle is unused on Android)
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								    //---------------------------------------------------------
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								    InitWindow(screenWidth, screenHeight, "sample game: snake");
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								    InitGame();
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								#if defined(PLATFORM_WEB)
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								    emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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								#else
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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 and Draw
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								        //----------------------------------------------------------------------------------
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								        UpdateDrawFrame();
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								        //----------------------------------------------------------------------------------
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								    }
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								#endif
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								    // De-Initialization
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								    //--------------------------------------------------------------------------------------
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								    UnloadGame();         // Unload loaded data (textures, sounds, models...)
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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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								//------------------------------------------------------------------------------------
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								// Module Functions Definitions (local)
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								//------------------------------------------------------------------------------------
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								// Initialize game variables
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								void InitGame(void)
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								{
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								    framesCounter = 0;
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								    gameOver = false;
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								    pause = false;
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								    counterTail = 1;
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								    allowMove = false;
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								    offset.x = screenWidth%SQUARE_SIZE;
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								    offset.y = screenHeight%SQUARE_SIZE;
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								    for (int i = 0; i < SNAKE_LENGTH; i++)
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								    {
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								        snake[i].position = (Vector2){ offset.x/2, offset.y/2 };
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								        snake[i].size = (Vector2){ SQUARE_SIZE, SQUARE_SIZE };
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								        snake[i].speed = (Vector2){ SQUARE_SIZE, 0 };
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								        if (i == 0) snake[i].color = DARKBLUE;
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								        else snake[i].color = BLUE;
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								    }
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								    for (int i = 0; i < SNAKE_LENGTH; i++)
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								    {
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								        snakePosition[i] = (Vector2){ 0.0f, 0.0f };
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								    }
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								    fruit.size = (Vector2){ SQUARE_SIZE, SQUARE_SIZE };
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								    fruit.color = SKYBLUE;
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								    fruit.active = false;
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								}
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								// Update game (one frame)
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								void UpdateGame(void)
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								{
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								    if (!gameOver)
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								    {
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								        if (IsKeyPressed('P')) pause = !pause;
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								        if (!pause)
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								        {
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								            // Player control
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								            if (IsKeyPressed(KEY_RIGHT) && (snake[0].speed.x == 0) && allowMove)
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								            {
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								                snake[0].speed = (Vector2){ SQUARE_SIZE, 0 };
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								                allowMove = false;
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								            }
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								            if (IsKeyPressed(KEY_LEFT) && (snake[0].speed.x == 0) && allowMove)
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								            {
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								                snake[0].speed = (Vector2){ -SQUARE_SIZE, 0 };
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								                allowMove = false;
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								            }
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								            if (IsKeyPressed(KEY_UP) && (snake[0].speed.y == 0) && allowMove)
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								            {
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								                snake[0].speed = (Vector2){ 0, -SQUARE_SIZE };
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								                allowMove = false;
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								            }
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								            if (IsKeyPressed(KEY_DOWN) && (snake[0].speed.y == 0) && allowMove)
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								            {
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								                snake[0].speed = (Vector2){ 0, SQUARE_SIZE };
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								                allowMove = false;
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								            }
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								            // Snake movement
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								            for (int i = 0; i < counterTail; i++) snakePosition[i] = snake[i].position;
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								            if ((framesCounter%5) == 0)
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								            {
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								                for (int i = 0; i < counterTail; i++)
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								                {
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								                    if (i == 0)
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								                    {
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								                        snake[0].position.x += snake[0].speed.x;
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								                        snake[0].position.y += snake[0].speed.y;
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								                        allowMove = true;
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								                    }
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								                    else snake[i].position = snakePosition[i-1];
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								                }
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								            }
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								            // Wall behaviour
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								            if (((snake[0].position.x) > (screenWidth - offset.x)) || 
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								                ((snake[0].position.y) > (screenHeight - offset.y)) ||
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								                (snake[0].position.x < 0) || (snake[0].position.y < 0))
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								            {
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								                gameOver = true;
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								            }
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								            // Collision with yourself
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								            for (int i = 1; i < counterTail; i++)
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								            {
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								                if ((snake[0].position.x == snake[i].position.x) && (snake[0].position.y == snake[i].position.y)) gameOver = true;
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								            }
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								            // Fruit position calculation
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								            if (!fruit.active)
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								            {
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								                fruit.active = true;
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								                fruit.position = (Vector2){ GetRandomValue(0, (screenWidth/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.x/2, GetRandomValue(0, (screenHeight/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.y/2 };
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								                for (int i = 0; i < counterTail; i++)
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								                {
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								                    while ((fruit.position.x == snake[i].position.x) && (fruit.position.y == snake[i].position.y))
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								                    {
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								                        fruit.position = (Vector2){ GetRandomValue(0, (screenWidth/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.x/2, GetRandomValue(0, (screenHeight/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.y/2 };
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								                        i = 0;
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								                    }
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								                }
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								            }
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								            // Collision
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								            if ((snake[0].position.x < (fruit.position.x + fruit.size.x) && (snake[0].position.x + snake[0].size.x) > fruit.position.x) &&
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								                (snake[0].position.y < (fruit.position.y + fruit.size.y) && (snake[0].position.y + snake[0].size.y) > fruit.position.y))
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								            {
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								                snake[counterTail].position = snakePosition[counterTail - 1];
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								                counterTail += 1;
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								                fruit.active = false;
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								            }
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								            framesCounter++;
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								        }
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								    }
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								    else
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								    {
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								        if (IsKeyPressed(KEY_ENTER))
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								        {
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								            InitGame();
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								            gameOver = false;
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								        }
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								    }
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								}
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								// Draw game (one frame)
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								void DrawGame(void)
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								{
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								    BeginDrawing();
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								        ClearBackground(RAYWHITE);
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								        if (!gameOver)
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								        {
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								            // Draw grid lines
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								            for (int i = 0; i < screenWidth/SQUARE_SIZE + 1; i++)
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								            {
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								                DrawLineV((Vector2){SQUARE_SIZE*i + offset.x/2, offset.y/2}, (Vector2){SQUARE_SIZE*i + offset.x/2, screenHeight - offset.y/2}, LIGHTGRAY);
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								            }
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								            for (int i = 0; i < screenHeight/SQUARE_SIZE + 1; i++)
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								            {
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								                DrawLineV((Vector2){offset.x/2, SQUARE_SIZE*i + offset.y/2}, (Vector2){screenWidth - offset.x/2, SQUARE_SIZE*i + offset.y/2}, LIGHTGRAY);
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								            }
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								            // Draw snake
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								            for (int i = 0; i < counterTail; i++) DrawRectangleV(snake[i].position, snake[i].size, snake[i].color);
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								            // Draw fruit to pick
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								            DrawRectangleV(fruit.position, fruit.size, fruit.color);
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								            if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
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								        }
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								        else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
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								    EndDrawing();
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								}
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								// Unload game variables
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								void UnloadGame(void)
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								{
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								    // TODO: Unload all dynamic loaded data (textures, sounds, models...)
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								}
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								// Update and Draw (one frame)
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								void UpdateDrawFrame(void)
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								{
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								    UpdateGame();
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								    DrawGame();
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								}
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