Changes to follow the code conventions. Improved some things.
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@ -20,7 +20,7 @@
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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_PARTICLES 300 // Max number particles
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#define MAX_PARTICLES 3000 // Max number particles
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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@ -52,6 +52,7 @@ typedef struct CircularBuffer {
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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static void EmitParticle(CircularBuffer *circularBuffer, Vector2 emitterPosition, ParticleType type);
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static Particle *AddToCircularBuffer(CircularBuffer *circularBuffer);
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static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int screenHeight);
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static void UpdateCircularBuffer(CircularBuffer *circularBuffer);
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@ -74,7 +75,7 @@ int main(void)
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CircularBuffer circularBuffer = { 0, 0, particles };
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// Particle emitter parameters
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int emissionRate = 2;
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int emissionRate = -2; // Negative: on average every -X frames. Positive: particles per frame
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ParticleType currentType = WATER;
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Vector2 emitterPosition = { screenWidth/2.0f, screenHeight/2.0f };
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@ -87,41 +88,15 @@ int main(void)
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// Update
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//----------------------------------------------------------------------------------
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// Emit new particles: when emissionRate is 1, emit every frame
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if ((rand() % emissionRate) == 0)
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if (emissionRate < 0)
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{
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Particle* newParticle = AddToCircularBuffer(&circularBuffer);
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// If buffer is full, newParticle is NULL
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if (newParticle != NULL)
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{
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// Fill particle properties
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newParticle->position = emitterPosition;
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newParticle->alive = true;
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newParticle->lifeTime = 0.0f;
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newParticle->type = currentType;
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float speed = (float)(rand() % 10) / 5.0f;
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switch (currentType)
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{
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case WATER:
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newParticle->radius = 5.0f;
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newParticle->color = BLUE;
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break;
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case SMOKE:
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newParticle->radius = 7.0f;
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newParticle->color = GRAY;
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break;
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case FIRE:
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newParticle->radius = 10.0f;
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newParticle->color = YELLOW;
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speed /= 10.0f;
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break;
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default:
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newParticle->radius = 5.0f;
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newParticle->color = WHITE;
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break;
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}
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float direction = (float)(rand() % 360);
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newParticle->velocity = (Vector2){ speed * cosf(direction * DEG2RAD), speed * sinf(direction * DEG2RAD) };
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if (rand()%(-emissionRate) == 0)
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EmitParticle(&circularBuffer, emitterPosition, currentType);
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}
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else
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{
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for (int i = 0; i <= emissionRate; ++i)
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EmitParticle(&circularBuffer, emitterPosition, currentType);
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}
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// Update the parameters of each particle
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@ -130,18 +105,19 @@ int main(void)
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UpdateCircularBuffer(&circularBuffer);
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// Change Particle Emission Rate (UP/DOWN arrows)
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if (IsKeyPressed(KEY_UP) && (emissionRate > 1))
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--emissionRate;
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if (IsKeyPressed(KEY_DOWN))
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if (IsKeyPressed(KEY_UP))
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++emissionRate;
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if (IsKeyPressed(KEY_DOWN))
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--emissionRate;
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// Change Particle Type (LEFT/RIGHT arrows)
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if (IsKeyPressed(KEY_RIGHT))
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(currentType == FIRE) ? currentType = WATER : ++currentType;
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(currentType == FIRE) ? (currentType = WATER) : ++currentType;
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if (IsKeyPressed(KEY_LEFT))
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(currentType == WATER) ? currentType = FIRE : --currentType;
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(currentType == WATER) ? (currentType = FIRE) : --currentType;
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//----------------------------------------------------------------------------------
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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emitterPosition = GetMousePosition();
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// Draw
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//----------------------------------------------------------------------------------
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@ -160,7 +136,10 @@ int main(void)
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DrawText("UP/DOWN: Change Particle Emission Rate", 15, 35, 10, BLACK);
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DrawText("LEFT/RIGHT: Change Particle Type (Water, Smoke, Fire)", 15, 55, 10, BLACK);
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DrawText(TextFormat("Emission Rate: %d | Type: %s", emissionRate, particleTypesChar[currentType]), 15, 95, 10, DARKGRAY);
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if (emissionRate < 0)
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DrawText(TextFormat("Particles every %d frames | Type: %s", -emissionRate, particleTypesChar[currentType]), 15, 95, 10, DARKGRAY);
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else
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DrawText(TextFormat("%d Particles per frame | Type: %s", emissionRate + 1, particleTypesChar[currentType]), 15, 95, 10, DARKGRAY);
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DrawFPS(screenWidth - 80, 10);
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@ -181,6 +160,40 @@ int main(void)
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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static void EmitParticle(CircularBuffer *circularBuffer, Vector2 emitterPosition, ParticleType type)
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{
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Particle *newParticle = AddToCircularBuffer(circularBuffer);
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// If buffer is full, newParticle is NULL
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if (newParticle != NULL)
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{
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// Fill particle properties
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newParticle->position = emitterPosition;
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newParticle->alive = true;
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newParticle->lifeTime = 0.0f;
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newParticle->type = type;
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float speed = (float)(rand()%10)/5.0f;
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switch (type)
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{
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case WATER:
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newParticle->radius = 5.0f;
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newParticle->color = BLUE;
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break;
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case SMOKE:
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newParticle->radius = 7.0f;
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newParticle->color = GRAY;
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break;
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case FIRE:
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newParticle->radius = 10.0f;
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newParticle->color = YELLOW;
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speed /= 10.0f;
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break;
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default: break;
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}
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float direction = (float)(rand()%360);
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newParticle->velocity = (Vector2){ speed*cosf(direction*DEG2RAD), speed*sinf(direction*DEG2RAD) };
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}
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}
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static Particle *AddToCircularBuffer(CircularBuffer *circularBuffer)
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{
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Particle *particle = NULL;
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@ -221,11 +234,11 @@ static void UpdateParticles(CircularBuffer* circularBuffer, int screenWidth, int
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break;
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case FIRE:
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// Add a little horizontal oscillation to fire particles
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circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x + cosf(circularBuffer->buffer[i].lifeTime * 10.0f);
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circularBuffer->buffer[i].velocity.y -= 0.005f; // Upwards
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circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x + cosf(circularBuffer->buffer[i].lifeTime*215.0f);
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circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
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circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
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circularBuffer->buffer[i].radius -= 0.05f; // Decrement radius: fire shrinks
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circularBuffer->buffer[i].color.g -= 1; // Decrement green: fire turns reddish starting from yellow
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circularBuffer->buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
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circularBuffer->buffer[i].color.g -= 3; // Decrement green: fire turns reddish starting from yellow
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if (circularBuffer->buffer[i].radius <= 0.02f) // If radius too small, particle dies
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circularBuffer->buffer[i].alive = false;
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break;
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@ -233,17 +246,17 @@ static void UpdateParticles(CircularBuffer* circularBuffer, int screenWidth, int
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}
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// Disable particle when out of screen
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if ((circularBuffer->buffer[i].position.x < 0) ||
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(circularBuffer->buffer[i].position.x > screenWidth) ||
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(circularBuffer->buffer[i].position.y < 0) ||
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(circularBuffer->buffer[i].position.y > screenHeight))
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Vector2 center = circularBuffer->buffer[i].position;
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float radius = circularBuffer->buffer[i].radius;
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if ((center.x < -radius) || (center.x > screenWidth + radius) ||
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(center.y < -radius) || (center.y > screenHeight + radius))
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circularBuffer->buffer[i].alive = false;
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}
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}
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static void UpdateCircularBuffer(CircularBuffer *circularBuffer)
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{
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// Update circular buffer: advance tail over dead particles
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while ((circularBuffer->tail != circularBuffer->head) &&
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while (circularBuffer->tail != circularBuffer->head &&
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!circularBuffer->buffer[circularBuffer->tail].alive)
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{
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circularBuffer->tail = (circularBuffer->tail + 1)%MAX_PARTICLES;
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Before Width: | Height: | Size: 7.9 KiB After Width: | Height: | Size: 32 KiB |
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