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Review sample games
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@ -84,16 +84,16 @@ typedef struct Ball {
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//------------------------------------------------------------------------------------
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// Global Variables Declaration
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//------------------------------------------------------------------------------------
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static int screenWidth = 800;
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static int screenHeight = 450;
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static const int screenWidth = 800;
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static const int screenHeight = 450;
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static bool gameOver = false;
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static bool pause = false;
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static Player player[MAX_PLAYERS];
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static Building building[MAX_BUILDINGS];
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static Explosion explosion[MAX_EXPLOSIONS];
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static Ball ball;
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static Player player[MAX_PLAYERS] = { 0 };
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static Building building[MAX_BUILDINGS] = { 0 };
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static Explosion explosion[MAX_EXPLOSIONS] = { 0 };
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static Ball ball = { 0 };
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static int playerTurn = 0;
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static bool ballOnAir = false;
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@ -272,21 +272,21 @@ void DrawGame(void)
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/*
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if (player[playerTurn].isLeftTeam)
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{
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DrawText(FormatText("Previous Point %i, %i", (int)player[playerTurn].previousPoint.x, (int)player[playerTurn].previousPoint.y), 20, 20, 20, DARKBLUE);
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DrawText(FormatText("Previous Angle %i", player[playerTurn].previousAngle), 20, 50, 20, DARKBLUE);
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DrawText(FormatText("Previous Power %i", player[playerTurn].previousPower), 20, 80, 20, DARKBLUE);
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DrawText(FormatText("Aiming Point %i, %i", (int)player[playerTurn].aimingPoint.x, (int)player[playerTurn].aimingPoint.y), 20, 110, 20, DARKBLUE);
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DrawText(FormatText("Aiming Angle %i", player[playerTurn].aimingAngle), 20, 140, 20, DARKBLUE);
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DrawText(FormatText("Aiming Power %i", player[playerTurn].aimingPower), 20, 170, 20, DARKBLUE);
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DrawText(TextFormat("Previous Point %i, %i", (int)player[playerTurn].previousPoint.x, (int)player[playerTurn].previousPoint.y), 20, 20, 20, DARKBLUE);
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DrawText(TextFormat("Previous Angle %i", player[playerTurn].previousAngle), 20, 50, 20, DARKBLUE);
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DrawText(TextFormat("Previous Power %i", player[playerTurn].previousPower), 20, 80, 20, DARKBLUE);
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DrawText(TextFormat("Aiming Point %i, %i", (int)player[playerTurn].aimingPoint.x, (int)player[playerTurn].aimingPoint.y), 20, 110, 20, DARKBLUE);
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DrawText(TextFormat("Aiming Angle %i", player[playerTurn].aimingAngle), 20, 140, 20, DARKBLUE);
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DrawText(TextFormat("Aiming Power %i", player[playerTurn].aimingPower), 20, 170, 20, DARKBLUE);
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}
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else
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{
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DrawText(FormatText("Previous Point %i, %i", (int)player[playerTurn].previousPoint.x, (int)player[playerTurn].previousPoint.y), screenWidth*3/4, 20, 20, DARKBLUE);
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DrawText(FormatText("Previous Angle %i", player[playerTurn].previousAngle), screenWidth*3/4, 50, 20, DARKBLUE);
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DrawText(FormatText("Previous Power %i", player[playerTurn].previousPower), screenWidth*3/4, 80, 20, DARKBLUE);
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DrawText(FormatText("Aiming Point %i, %i", (int)player[playerTurn].aimingPoint.x, (int)player[playerTurn].aimingPoint.y), screenWidth*3/4, 110, 20, DARKBLUE);
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DrawText(FormatText("Aiming Angle %i", player[playerTurn].aimingAngle), screenWidth*3/4, 140, 20, DARKBLUE);
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DrawText(FormatText("Aiming Power %i", player[playerTurn].aimingPower), screenWidth*3/4, 170, 20, DARKBLUE);
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DrawText(TextFormat("Previous Point %i, %i", (int)player[playerTurn].previousPoint.x, (int)player[playerTurn].previousPoint.y), screenWidth*3/4, 20, 20, DARKBLUE);
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DrawText(TextFormat("Previous Angle %i", player[playerTurn].previousAngle), screenWidth*3/4, 50, 20, DARKBLUE);
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DrawText(TextFormat("Previous Power %i", player[playerTurn].previousPower), screenWidth*3/4, 80, 20, DARKBLUE);
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DrawText(TextFormat("Aiming Point %i, %i", (int)player[playerTurn].aimingPoint.x, (int)player[playerTurn].aimingPoint.y), screenWidth*3/4, 110, 20, DARKBLUE);
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DrawText(TextFormat("Aiming Angle %i", player[playerTurn].aimingAngle), screenWidth*3/4, 140, 20, DARKBLUE);
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DrawText(TextFormat("Aiming Power %i", player[playerTurn].aimingPower), screenWidth*3/4, 170, 20, DARKBLUE);
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}
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*/
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