Follow raylib's conventions
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@ -31,19 +31,21 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - kaleidoscope");
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int symmetry = 6;
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float angle = 360.0f / (float)symmetry;
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float angle = 360.0f/(float)symmetry;
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float thickness = 3.0f;
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Vector2 prevMousePos = { 0 };
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SetTargetFPS(60);
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ClearBackground(BLACK);
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Vector2 offset = {(float)screenWidth / 2.0f, (float)screenHeight / 2.0f};
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Vector2 offset = { (float)screenWidth/2.0f, (float)screenHeight/2.0f };
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Camera2D camera = { 0 };
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camera.target = (Vector2){ 0 };
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camera.offset = offset;
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camera.rotation = 0.0f;
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camera.zoom = 1.0f;
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Vector2 scaleVector = { 1.0f, -1.0f };
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -52,23 +54,21 @@ int main(void)
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// Update
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//----------------------------------------------------------------------------------
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Vector2 mousePos = GetMousePosition();
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Vector2 lineStart = Vector2Subtract(mousePos, offset);
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Vector2 lineEnd = Vector2Subtract(prevMousePos, offset);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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BeginMode2D(camera);
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Vector2 lineStart = Vector2Subtract(mousePos, offset);
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Vector2 lineEnd = Vector2Subtract(prevMousePos, offset);
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) {
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for (int i = 0; i < symmetry; i++) {
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lineStart = Vector2Rotate(lineStart, angle * DEG2RAD);
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lineEnd = Vector2Rotate(lineEnd, angle * DEG2RAD);
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lineStart = Vector2Rotate(lineStart, angle*DEG2RAD);
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lineEnd = Vector2Rotate(lineEnd, angle*DEG2RAD);
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DrawLineEx(lineStart, lineEnd, thickness, WHITE);
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Vector2 scaleVector = {1.0f, -1.0f};
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Vector2 reflectLineStart = Vector2Multiply(lineStart, scaleVector);
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Vector2 reflectLineEnd = Vector2Multiply(lineEnd, scaleVector);
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