[examples] Add shapes_bouncing_ball with gravity
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@ -4,7 +4,9 @@
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*
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*
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* Example complexity rating: [★☆☆☆] 1/4
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* Example complexity rating: [★☆☆☆] 1/4
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*
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*
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* Example originally created with raylib 2.5, last time updated with raylib 2.5
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* Example originally created with raylib 2.5, last time updated with raylib 5.6
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*
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* Example contributed by Jopestpe (@jopestpe)
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*
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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* BSD-like license that allows static linking with closed source software
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@ -31,6 +33,7 @@ int main(void)
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Vector2 ballPosition = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
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Vector2 ballPosition = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
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Vector2 ballSpeed = { 5.0f, 4.0f };
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Vector2 ballSpeed = { 5.0f, 4.0f };
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int ballRadius = 20;
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int ballRadius = 20;
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float gravity = 0.2f;
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bool pause = 0;
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bool pause = 0;
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int framesCounter = 0;
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int framesCounter = 0;
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@ -50,9 +53,11 @@ int main(void)
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ballPosition.x += ballSpeed.x;
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ballPosition.x += ballSpeed.x;
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ballPosition.y += ballSpeed.y;
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ballPosition.y += ballSpeed.y;
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ballSpeed.y += gravity;
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// Check walls collision for bouncing
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// Check walls collision for bouncing
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if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
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if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
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if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f;
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if ((ballPosition.y >= (GetScreenHeight() - ballRadius))) ballSpeed.y *= -0.95f;
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}
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}
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else framesCounter++;
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else framesCounter++;
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//-----------------------------------------------------
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//-----------------------------------------------------
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