initial setup
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# Goal
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Building my Powder Toy in C with Raylib.
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It will be a cellular automaton with gravity and different particles: the evolution of conway's game of life...
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Users should be able to save their creations.
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It should be in a well-written and well-optimized code, and should be multiplatform ready.
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# Raylib-Quickstart
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# Raylib-Quickstart
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A simple cross platform template for setting up a project with the bleeding edge raylib code.
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A simple cross platform template for setting up a project with the bleeding edge raylib code.
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Works with C or C++.
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Works with C or C++.
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30
src/cells.c
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30
src/cells.c
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/**
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* @file src/cells.c
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* @brief Cell logic implementation
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*
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* @copyright
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* Anyone is free to copy, modify, publish, use, compile, sell, or
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* distribute this software, either in source code form or as a compiled
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* binary, for any purpose, commercial or non-commercial, and by any
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* means.
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*
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* In jurisdictions that recognize copyright laws, the author or authors
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* of this software dedicate any and all copyright interest in the
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* software to the public domain. We make this dedication for the benefit
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* of the public at large and to the detriment of our heirs and
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* successors. We intend this dedication to be an overt act of
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* relinquishment in perpetuity of all present and future rights to this
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* software under copyright law.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*
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* For more information, please refer to <https://unlicense.org/>
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*/
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#include <stdio.h>
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33
src/cells.h
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33
src/cells.h
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/**
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* @file src/cells.h
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* @brief Cell logic header
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*
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* @copyright
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* Anyone is free to copy, modify, publish, use, compile, sell, or
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* distribute this software, either in source code form or as a compiled
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* binary, for any purpose, commercial or non-commercial, and by any
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* means.
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*
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* In jurisdictions that recognize copyright laws, the author or authors
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* of this software dedicate any and all copyright interest in the
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* software to the public domain. We make this dedication for the benefit
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* of the public at large and to the detriment of our heirs and
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* successors. We intend this dedication to be an overt act of
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* relinquishment in perpetuity of all present and future rights to this
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* software under copyright law.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*
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* For more information, please refer to <https://unlicense.org/>
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*/
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#ifndef CELLS_H
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#define CELLS_H
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#endif // CELLS_H
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61
src/main.c
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src/main.c
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/*
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/**
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Raylib example file.
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* @file src/main.c
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This is an example main file for a simple raylib project.
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* @brief Sandbox game in Raylib
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Use this as a starting point or replace it with your code.
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*
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* @copyright
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by Jeffery Myers is marked with CC0 1.0. To view a copy of this license, visit https://creativecommons.org/publicdomain/zero/1.0/
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* Anyone is free to copy, modify, publish, use, compile, sell, or
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* distribute this software, either in source code form or as a compiled
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* binary, for any purpose, commercial or non-commercial, and by any
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* means.
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*
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* In jurisdictions that recognize copyright laws, the author or authors
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* of this software dedicate any and all copyright interest in the
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* software to the public domain. We make this dedication for the benefit
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* of the public at large and to the detriment of our heirs and
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* successors. We intend this dedication to be an overt act of
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* relinquishment in perpetuity of all present and future rights to this
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* software under copyright law.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*
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* For more information, please refer to <https://unlicense.org/>
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*/
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*/
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#include "raylib.h"
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#include "raylib.h"
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#include "cells.h"
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#include "resource_dir.h" // utility header for SearchAndSetResourceDir
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int main ()
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int main ()
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{
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{
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// Tell the window to use vsync and work on high DPI displays
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SetConfigFlags(FLAG_VSYNC_HINT | FLAG_WINDOW_HIGHDPI);
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SetConfigFlags(FLAG_VSYNC_HINT | FLAG_WINDOW_HIGHDPI);
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InitWindow(1280, 800, "Sandbox");
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// 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");
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// game loop
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// 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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while (!WindowShouldClose())
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{
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{
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test();
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// drawing
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// drawing
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BeginDrawing();
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BeginDrawing();
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// Setup the back buffer for drawing (clear color and depth buffers)
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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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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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// end the frame and get ready for the next one (display frame, poll input, etc...)
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EndDrawing();
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EndDrawing();
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}
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}
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// cleanup
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// unload our texture so it can be cleaned up
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UnloadTexture(wabbit);
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// destroy the window and cleanup the OpenGL context
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// destroy the window and cleanup the OpenGL context
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CloseWindow();
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CloseWindow();
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return 0;
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return 0;
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