Added movement, structs and organized the code a bit
parent
95e5465308
commit
7b20ce4436
129
main.c
129
main.c
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@ -2,22 +2,91 @@
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#include "raymath.h"
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#include "raymath.h"
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#include <math.h>
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#include <math.h>
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#define VIRTUAL_WIDTH 800
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#define VIRTUAL_WIDTH 640
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#define VIRTUAL_HEIGHT 600
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#define VIRTUAL_HEIGHT 360
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#define FONT_SIZE 20
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#define FONT_SIZE 30
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#define PADDLE_SPEED 4.0
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#define PADDLE_SPEED 4.0
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#define PADDLE_WIDTH VIRTUAL_WIDTH / 8.0
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#define PADDLE_WIDTH VIRTUAL_WIDTH / 8.0
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#define PADDLE_HEIGHT VIRTUAL_HEIGHT / 30.0
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#define PADDLE_HEIGHT VIRTUAL_HEIGHT / 30.0
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#define BALL_RADIUS VIRTUAL_WIDTH / 80.0
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#define BALL_BASE_SPEED 2.0f
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#define BALL_MUL_SPEED 0.15f
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typedef struct Player {
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Rectangle shape;
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int lives;
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int score;
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} Player;
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typedef struct Ball {
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Rectangle shape;
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Vector2 velocity;
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float velocityMultiplier;
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bool firstBounce;
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bool velocityApplied;
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} Ball;
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void MovePaddle(Player *player) {
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Vector2 mouseDelta = GetMouseDelta();
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player->shape.x = Clamp(player->shape.x + mouseDelta.x, 0, VIRTUAL_WIDTH - PADDLE_WIDTH);
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}
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void MoveBall(Ball *ball, Player *player) {
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bool isColliding = CheckCollisionRecs(player->shape, ball->shape);
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if (ball->shape.x - BALL_RADIUS < 0 || ball->shape.x + BALL_RADIUS > VIRTUAL_WIDTH) {
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ball->velocity = Vector2Multiply(ball->velocity, (Vector2){-1.0f, 1.0f});
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ball->velocityApplied = false;
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} else if (ball->shape.y - BALL_RADIUS < 0) {
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ball->velocity = Vector2Multiply(ball->velocity, (Vector2){1.0f, -1.0f});
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ball->velocityApplied = false;
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} else if (isColliding) {
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ball->velocity = Vector2Multiply(ball->velocity, (Vector2){1.0f, -1.0f});
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// Add speed multiplier every bounce to increase difficulty
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if (!ball->velocityApplied) {
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ball->velocityMultiplier = Clamp(ball->velocityMultiplier + BALL_MUL_SPEED, 1.0f, 4.0f);
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// Safety so the ball doesn't get stuck inside the paddle from sides
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ball->shape.y = player->shape.y - BALL_RADIUS;
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ball->velocityApplied = true;
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}
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// When first bouncing off the paddle increase the speed to normal
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if (!ball->firstBounce) {
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ball->firstBounce = true;
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ball->velocityMultiplier = 1.0f;
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}
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} else if (ball->shape.y + BALL_RADIUS > VIRTUAL_HEIGHT - PADDLE_HEIGHT + (BALL_RADIUS / 2.0f)) {
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// Death or Game Over
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if (player->lives > 0) {
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player->lives -= 1;
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ball->velocityMultiplier = 1.0f;
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// Resetting ball's position
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ball->shape.x = VIRTUAL_WIDTH / 2.0f;
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ball->shape.y = VIRTUAL_HEIGHT / 2.0f;
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} else {
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}
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ball->velocityApplied = false;
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}
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if (!ball->firstBounce) {
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ball->velocityMultiplier = 0.5f;
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}
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ball->shape.x += ball->velocity.x * ball->velocityMultiplier;
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ball->shape.y += ball->velocity.y * ball->velocityMultiplier;
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}
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int main() {
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int main() {
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InitWindow(0, 0, "Breakout");
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InitWindow(0, 0, "Breakout");
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ToggleFullscreen();
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ToggleFullscreen();
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const int currentMonitor = GetCurrentMonitor();
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const int CURRENT_MONITOR = GetCurrentMonitor();
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const int monitorWidth = GetMonitorWidth(currentMonitor);
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const int MONITOR_WIDTH = GetMonitorWidth(CURRENT_MONITOR);
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const int monitorHeight = GetMonitorHeight(currentMonitor);
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const int MONITOR_HEIGHT = GetMonitorHeight(CURRENT_MONITOR);
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SetTargetFPS(60);
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SetTargetFPS(60);
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@ -25,26 +94,38 @@ int main() {
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// camera.offset = (Vector2){SCREEN_WIDTH / 2.0f, SCREEN_HEIGHT / 2.0f};
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// camera.offset = (Vector2){SCREEN_WIDTH / 2.0f, SCREEN_HEIGHT / 2.0f};
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camera.zoom = 1.0f;
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camera.zoom = 1.0f;
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const RenderTexture2D renderTexture = LoadRenderTexture(VIRTUAL_WIDTH, VIRTUAL_HEIGHT);
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const RenderTexture2D RENDER_TEXTURE = LoadRenderTexture(VIRTUAL_WIDTH, VIRTUAL_HEIGHT);
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const Rectangle renderTextureSrc = (Rectangle){0.0f, 0.0f, VIRTUAL_WIDTH, -VIRTUAL_HEIGHT};
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const Rectangle RENDER_TEXTURE_SRC = (Rectangle){0.0f, 0.0f, VIRTUAL_WIDTH, -VIRTUAL_HEIGHT};
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const Rectangle renderTextureDest = (Rectangle){0.0f, 0.0f, monitorWidth, monitorHeight};
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const Rectangle RENDER_TEXTURE_DST = (Rectangle){0.0f, 0.0f, MONITOR_WIDTH, MONITOR_HEIGHT};
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const Vector2 renderTextureOrig = {0};
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const Vector2 RENDER_TEXTURE_POS = {0};
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float paddleX = 0;
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Ball ball = {
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Vector2 ballPos = (Vector2){VIRTUAL_WIDTH / 2.0f, VIRTUAL_HEIGHT / 2.0f};
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(Rectangle){VIRTUAL_WIDTH / 2.0f, VIRTUAL_HEIGHT / 2.0f, BALL_RADIUS, BALL_RADIUS},
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int score = 0;
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(Vector2){BALL_BASE_SPEED, BALL_BASE_SPEED},
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1.0f,
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false,
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false,
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};
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Player player = {
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(Rectangle){VIRTUAL_WIDTH / 2.0f, VIRTUAL_HEIGHT - PADDLE_HEIGHT - 10, PADDLE_WIDTH, PADDLE_HEIGHT}, 3, 0};
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while (!WindowShouldClose()) {
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while (!WindowShouldClose()) {
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Vector2 mouseDelta = GetMouseDelta();
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// Keep before the cursor is disabled otherwise the paddle is stuck
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MovePaddle(&player);
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DisableCursor();
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DisableCursor();
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paddleX = Clamp(paddleX + mouseDelta.x, 0, VIRTUAL_WIDTH - PADDLE_WIDTH);
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MoveBall(&ball, &player);
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// TraceLog(LOG_INFO, "%.0fx%.0f", ball.shape.x, ball.shape.y);
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BeginTextureMode(renderTexture);
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BeginTextureMode(RENDER_TEXTURE);
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{
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{
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ClearBackground(BLACK);
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ClearBackground(BLACK);
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DrawRectangle(paddleX, VIRTUAL_HEIGHT - PADDLE_HEIGHT - 10, PADDLE_WIDTH, PADDLE_HEIGHT, RAYWHITE);
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DrawRectangleRec(ball.shape, RAYWHITE);
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DrawRectangleRec(player.shape, RAYWHITE);
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}
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}
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EndTextureMode();
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EndTextureMode();
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@ -53,19 +134,21 @@ int main() {
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ClearBackground(BLACK);
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ClearBackground(BLACK);
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BeginMode2D(camera);
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BeginMode2D(camera);
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{
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{
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DrawCircle(ballPos.x, ballPos.y, 20, RAYWHITE);
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DrawTexturePro(RENDER_TEXTURE.texture, RENDER_TEXTURE_SRC, RENDER_TEXTURE_DST, RENDER_TEXTURE_POS, 0,
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RAYWHITE);
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DrawTexturePro(renderTexture.texture, renderTextureSrc, renderTextureDest, renderTextureOrig, 0, WHITE);
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}
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}
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EndMode2D();
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EndMode2D();
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// char score[] = "Score";
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const char *scoreText = TextFormat("Score %08i", player.score);
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const char *scoreText = TextFormat("Score %08i", score);
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// float scoreWidth = MeasureText(scoreText, FONT_SIZE) + 10;
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float scoreWidth = MeasureText(scoreText, FONT_SIZE) + 10;
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DrawText(scoreText, 10, 10, FONT_SIZE, RAYWHITE);
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DrawText(scoreText, 10, 10, FONT_SIZE, RAYWHITE);
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const char *livesText = TextFormat("Lives %02i", player.lives);
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DrawText(livesText, 10, 50, FONT_SIZE, RAYWHITE);
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DrawFPS(GetScreenWidth() - 80, 5);
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DrawFPS(GetScreenWidth() - 80, 5);
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// DrawText(TextFormat("%ix%i", monitorWidth, monitorHeight), 10, 40, FONT_SIZE, GOLD);
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// DrawText(TextFormat("%ix%i", monitorWidth, monitorHeight), 10, 40, FONT_SIZE, GOLD);
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DrawText(TextFormat("Speed %.02f", ball.velocityMultiplier), 10, 90, FONT_SIZE, GOLD);
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}
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}
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EndDrawing();
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EndDrawing();
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}
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}
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