/*******************************************************************************************
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								*
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								*   raylib [shapes] example - bullet hell
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								*
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								*   Example complexity rating: [★☆☆☆] 1/4
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								*
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								*   Example originally created with raylib 5.6, last time updated with raylib 5.6
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								*
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								*   Example contributed by Zero (@zerohorsepower) and reviewed by Ramon Santamaria (@raysan5)
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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) 2025-2025 Zero (@zerohorsepower)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include <stdlib.h>         // Required for: calloc(), free()
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								#include <math.h>           // Required for: cosf(), sinf()
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								#define MAX_BULLETS 500000      // Max bullets to be processed
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								//----------------------------------------------------------------------------------
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								// Types and Structures Definition
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								//----------------------------------------------------------------------------------
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								typedef struct Bullet {
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								    Vector2 position;       // Bullet position on screen
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								    Vector2 acceleration;   // Amount of pixels to be incremented to position every frame
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								    bool disabled;          // Skip processing and draw case out of screen
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								    Color color;            // Bullet color
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								} Bullet;
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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 - bullet hell");
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								    // Bullets definition
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								    Bullet *bullets = (Bullet *)RL_CALLOC(MAX_BULLETS, sizeof(Bullet)); // Bullets array
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								    int bulletCount = 0;
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								    int bulletDisabledCount = 0; // Used to calculate how many bullets are on screen
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								    int bulletRadius = 10;
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								    float bulletSpeed = 3.0f;
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								    int bulletRows = 6;
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								    Color bulletColor[2] = { RED, BLUE };
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								    // Spawner variables
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								    float baseDirection = 0;
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								    int angleIncrement = 5; // After spawn all bullet rows, increment this value on the baseDirection for next the frame
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								    float spawnCooldown = 2;
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								    float spawnCooldownTimer = spawnCooldown;
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								    // Magic circle
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								    float magicCircleRotation = 0;
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								    // Used on performance drawing
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								    RenderTexture bulletTexture = LoadRenderTexture(24, 24);
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								    // Draw circle to bullet texture, then draw bullet using DrawTexture()
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								    // NOTE: This is done to improve the performance, since DrawCircle() is very slow
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								    BeginTextureMode(bulletTexture);
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								        DrawCircle(12, 12, bulletRadius, WHITE);
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								        DrawCircleLines(12, 12, bulletRadius, BLACK);
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								    EndTextureMode();
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								    bool drawInPerformanceMode = true; // Switch between DrawCircle() and DrawTexture()
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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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								        // Reset the bullet index
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								        // New bullets will replace the old ones that are already disabled due to out-of-screen
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								        if (bulletCount >= MAX_BULLETS)
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								        {
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								            bulletCount = 0;
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								            bulletDisabledCount = 0;
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								        }
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								        spawnCooldownTimer--;
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								        if (spawnCooldownTimer < 0)
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								        {
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								            spawnCooldownTimer = spawnCooldown;
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								            // Spawn bullets
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								            float degreesPerRow = 360.0f/bulletRows;
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								            for (int row = 0; row < bulletRows; row++)
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								            {
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								                if (bulletCount < MAX_BULLETS)
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								                {
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								                    bullets[bulletCount].position = (Vector2){(float) screenWidth/2, (float) screenHeight/2};
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								                    bullets[bulletCount].disabled = false;
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								                    bullets[bulletCount].color = bulletColor[row%2];
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								                    float bulletDirection = baseDirection + (degreesPerRow*row);
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								                    // Bullet speed * bullet direction, this will determine how much pixels will be incremented/decremented
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								                    // from the bullet position every frame. Since the bullets doesn't change its direction and speed,
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								                    // only need to calculate it at the spawning time
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								                    // 0 degrees = right, 90 degrees = down, 180 degrees = left and 270 degrees = up, basically clockwise
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								                    // Case you want it to be anti-clockwise, add "* -1" at the y acceleration
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								                    bullets[bulletCount].acceleration = (Vector2){
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								                        bulletSpeed*cosf(bulletDirection*DEG2RAD),
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								                        bulletSpeed*sinf(bulletDirection*DEG2RAD)
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								                    };
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								                    bulletCount++;
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								                }
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								            }
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								            baseDirection += angleIncrement;
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								        }
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								        // Update bullets position based on its acceleration
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								        for (int i = 0; i < bulletCount; i++)
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								        {
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								            // Only update bullet if inside the screen
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								            if (!bullets[i].disabled)
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								            {
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								                bullets[i].position.x += bullets[i].acceleration.x;
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								                bullets[i].position.y += bullets[i].acceleration.y;
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								                // Disable bullet if out of screen
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								                if ((bullets[i].position.x < -bulletRadius*2) ||
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								                    (bullets[i].position.x > screenWidth + bulletRadius*2) ||
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								                    (bullets[i].position.y < -bulletRadius*2) ||
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								                    (bullets[i].position.y > screenHeight + bulletRadius*2))
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								                {
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								                    bullets[i].disabled = true;
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								                    bulletDisabledCount++;
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								                }
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								            }
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								        }
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								        // Input logic
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								        if ((IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_D)) && (bulletRows < 359)) bulletRows++;
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								        if ((IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_A)) && (bulletRows > 1)) bulletRows--;
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								        if (IsKeyPressed(KEY_UP) || IsKeyPressed(KEY_W)) bulletSpeed += 0.25f;
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								        if ((IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_S)) && (bulletSpeed > 0.50f)) bulletSpeed -= 0.25f;
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								        if (IsKeyPressed(KEY_Z) && (spawnCooldown > 1)) spawnCooldown--;
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								        if (IsKeyPressed(KEY_X)) spawnCooldown++;
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								        if (IsKeyPressed(KEY_ENTER)) drawInPerformanceMode = !drawInPerformanceMode;
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								        if (IsKeyDown(KEY_SPACE))
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								        {
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								            angleIncrement += 1;
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								            angleIncrement %= 360;
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								        }
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								        if (IsKeyPressed(KEY_C))
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								        {
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								            bulletCount = 0;
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								            bulletDisabledCount = 0;
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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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								            // Draw magic circle
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								            magicCircleRotation++;
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								            DrawRectanglePro((Rectangle){ (float)screenWidth/2, (float)screenHeight/2, 120, 120 },
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								                (Vector2){ 60.0f, 60.0f }, magicCircleRotation, PURPLE);
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								            DrawRectanglePro((Rectangle){ (float)screenWidth/2, (float)screenHeight/2, 120, 120 },
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								                (Vector2){ 60.0f, 60.0f }, magicCircleRotation + 45, PURPLE);
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								            DrawCircleLines(screenWidth/2, screenHeight/2, 70, BLACK);
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								            DrawCircleLines(screenWidth/2, screenHeight/2, 50, BLACK);
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								            DrawCircleLines(screenWidth/2, screenHeight/2, 30, BLACK);
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								            // Draw bullets
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								            if (drawInPerformanceMode)
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								            {
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								                // Draw bullets using pre-rendered texture containing circle
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								                for (int i = 0; i < bulletCount; i++)
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								                {
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								                    // Do not draw disabled bullets (out of screen)
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								                    if (!bullets[i].disabled)
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								                    {
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								                        DrawTexture(bulletTexture.texture,
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								                            bullets[i].position.x - bulletTexture.texture.width*0.5f,
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								                            bullets[i].position.y - bulletTexture.texture.height*0.5f,
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								                            bullets[i].color);
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								                    }
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								                }
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								            } 
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								            else
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								            {
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								                // Draw bullets using DrawCircle(), less performant
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								                for (int i = 0; i < bulletCount; i++)
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								                {
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								                    // Do not draw disabled bullets (out of screen)
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								                    if (!bullets[i].disabled)
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								                    {
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								                        DrawCircleV(bullets[i].position, bulletRadius, bullets[i].color);
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								                        DrawCircleLinesV(bullets[i].position, bulletRadius, BLACK);
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								                    }
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								                }
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								            }
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								            // Draw UI
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								            DrawRectangle(10, 10, 280, 150, (Color){0,0, 0, 200 });
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								            DrawText("Controls:", 20, 20, 10, LIGHTGRAY);
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								            DrawText("- Right/Left or A/D: Change rows number", 40, 40, 10, LIGHTGRAY);
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								            DrawText("- Up/Down or W/S: Change bullet speed", 40, 60, 10, LIGHTGRAY);
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								            DrawText("- Z or X: Change spawn cooldown", 40, 80, 10, LIGHTGRAY);
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								            DrawText("- Space (Hold): Change the angle increment", 40, 100, 10, LIGHTGRAY);
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								            DrawText("- Enter: Switch draw method (Performance)", 40, 120, 10, LIGHTGRAY);
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								            DrawText("- C: Clear bullets", 40, 140, 10, LIGHTGRAY);
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								            DrawRectangle(610, 10, 170, 30, (Color){0,0, 0, 200 });
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								            if (drawInPerformanceMode) DrawText("Draw method: DrawTexture(*)", 620, 20, 10, GREEN);
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								            else DrawText("Draw method: DrawCircle(*)", 620, 20, 10, RED);
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								            DrawRectangle(135, 410, 530, 30, (Color){0,0, 0, 200 });
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								            DrawText(TextFormat("[ FPS: %d, Bullets: %d, Rows: %d, Bullet speed: %.2f, Angle increment per frame: %d, Cooldown: %.0f ]",
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								                    GetFPS(), bulletCount - bulletDisabledCount, bulletRows, bulletSpeed,  angleIncrement, spawnCooldown),
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								                155, 420, 10, GREEN);
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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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								    UnloadRenderTexture(bulletTexture); // Unload bullet texture
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								    RL_FREE(bullets);     // Free bullets array data
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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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