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archer/src/main.c

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/*
Raylib example file.
This is an example main file for a simple raylib project.
Use this as a starting point or replace it with your code.
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For a C++ project simply rename the file to .cpp and re-run the build script
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-- Copyright (c) 2020-2024 Jeffery Myers
--
--This software is provided "as-is", without any express or implied warranty. In no event
--will the authors be held liable for any damages arising from the use of this software.
--Permission is granted to anyone to use this software for any purpose, including commercial
--applications, and to alter it and redistribute it freely, subject to the following restrictions:
-- 1. The origin of this software must not be misrepresented; you must not claim that you
-- wrote the original software. If you use this software in a product, an acknowledgment
-- in the product documentation would be appreciated but is not required.
--
-- 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-- as being the original software.
--
-- 3. This notice may not be removed or altered from any source distribution.
*/
#include "raylib.h"
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#include "resource_dir.h" // utility header for SearchAndSetResourceDir
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int main ()
{
// Tell the window to use vsync and work on high DPI displays
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SetConfigFlags(FLAG_VSYNC_HINT | FLAG_WINDOW_HIGHDPI);
// Create the window and OpenGL context
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InitWindow(1280, 800, "Hello Raylib");
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// Utility function from resource_dir.h to find the resources folder and set it as the current working directory so we can load from it
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SearchAndSetResourceDir("resources");
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// Load a texture from the resources directory
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Texture wabbit = LoadTexture("wabbit_alpha.png");
// game loop
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while (!WindowShouldClose()) // run the loop untill the user presses ESCAPE or presses the Close button on the window
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{
// drawing
BeginDrawing();
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// Setup the back buffer for drawing (clear color and depth buffers)
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ClearBackground(BLACK);
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// draw some text using the default font
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DrawText("Hello Raylib", 200,200,20,WHITE);
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// draw our texture to the screen
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DrawTexture(wabbit, 400, 200, WHITE);
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// end the frame and get ready for the next one (display frame, poll input, etc...)
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EndDrawing();
}
// cleanup
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// unload our texture so it can be cleaned up
UnloadTexture(wabbit);
// destroy the window and cleanup the OpenGL context
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CloseWindow();
return 0;
}