Added functional UI
This also was very fun to implement with Raylib
This commit is contained in:
@@ -1,5 +1,6 @@
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#include "raylib.h"
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#include <math.h>
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#include <stdbool.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include <time.h>
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#include <time.h>
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@@ -7,40 +8,35 @@
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#define BOARD_HEIGHT 4
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#define BOARD_HEIGHT 4
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#define STARTING_TILES 3
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#define STARTING_TILES 3
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const char* tile_colors[] = {
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#define TILE_SIZE 100
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"\033[0m", // 0 - Reset/default (empty tile)
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#define TILE_SPACING 10
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"\033[48;5;230m", // 2 - Light beige
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#define BOARD_MARGIN 50
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"\033[48;5;223m", // 4 - Tan
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"\033[48;5;216m", // 8 - Orange-ish
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const Color tile_colors[] = {
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"\033[48;5;209m", // 16 - Light orange
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LIGHTGRAY, // 0 - Empty
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"\033[48;5;208m", // 32 - Orange
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BEIGE, // 2
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"\033[48;5;202m", // 64 - Dark orange
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GOLD, // 4
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"\033[48;5;226m", // 128 - Yellow
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ORANGE, // 8
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"\033[48;5;220m", // 256 - Gold
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ORANGE, // 16
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"\033[48;5;214m", // 512 - Orange-gold
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RED, // 32
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"\033[48;5;208m", // 1024 - Bright orange
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MAROON, // 64
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"\033[48;5;202m", // 2048 - Red-orange
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YELLOW, // 128
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"\033[48;5;196m", // 4096 - Red
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GOLD, // 256
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"\033[48;5;160m", // 8192 - Dark red
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ORANGE, // 512
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RED, // 1024
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MAROON, // 2048
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PINK, // 4096
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MAGENTA, // 8192
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};
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};
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typedef enum { UP = 0, DOWN, LEFT, RIGHT } MOVE_DIRECTION;
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typedef enum { UP = 0, DOWN, LEFT, RIGHT } MOVE_DIRECTION;
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static int board[BOARD_HEIGHT][BOARD_WIDTH] = {0};
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static int board[BOARD_HEIGHT][BOARD_WIDTH] = {0};
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void print_board() {
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bool is_dragging = false;
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for (int y = 0; y < BOARD_HEIGHT; y++) {
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Vector2 drag_start_pos = {0, 0};
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for (int x = 0; x < BOARD_WIDTH; x++) {
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printf("%s%d ", tile_colors[board[y][x]], board[y][x]);
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}
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printf("\n");
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}
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printf("\033[0m"); // Reset color
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}
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// Depending on the direction, move the tiles and check if we can merge with the
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// Depending on the direction, move the tiles and check if we can merge with the
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// tiles in that direction. We merge the tiles only if they are of the same value
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// tiles in that direction. We merge the tiles only if they are of the same value
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// TODO: Add a guard agains double merge!
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// 2 2 0 4 => 8 0 0 0 which is incorrect and should be 4 4 0 0
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void move(MOVE_DIRECTION direction) {
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void move(MOVE_DIRECTION direction) {
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bool merged[BOARD_HEIGHT][BOARD_WIDTH] = {0};
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bool merged[BOARD_HEIGHT][BOARD_WIDTH] = {0};
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switch (direction) {
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switch (direction) {
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@@ -109,7 +105,7 @@ void move(MOVE_DIRECTION direction) {
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board[target_y][x] = board[y][x];
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board[target_y][x] = board[y][x];
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board[y][x] = 0;
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board[y][x] = 0;
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} else if (board[target_y][x] == board[y][x]) {
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} else if (board[target_y][x] == board[y][x]) {
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merged[target_y][x] = true;
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merged[target_y][x] = true;
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board[target_y][x] *= 2;
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board[target_y][x] *= 2;
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board[y][x] = 0;
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board[y][x] = 0;
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}
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}
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@@ -175,7 +171,7 @@ void move(MOVE_DIRECTION direction) {
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board[y][target_x] = board[y][x];
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board[y][target_x] = board[y][x];
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board[y][x] = 0;
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board[y][x] = 0;
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} else if (board[y][target_x] == board[y][x]) {
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} else if (board[y][target_x] == board[y][x]) {
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merged[y][target_x] = true;
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merged[y][target_x] = true;
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board[y][target_x] *= 2;
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board[y][target_x] *= 2;
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board[y][x] = 0;
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board[y][x] = 0;
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}
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}
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@@ -211,6 +207,40 @@ bool spawn_tile() {
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return true;
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return true;
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}
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}
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void handle_mouse_input() {
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
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is_dragging = true;
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drag_start_pos = GetMousePosition();
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} else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON) && is_dragging) {
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Vector2 current_pos = GetMousePosition();
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float dx = current_pos.x - drag_start_pos.x;
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float dy = current_pos.y - drag_start_pos.y;
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float drag_distance = sqrt(dx * dx + dy * dy);
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// We don't want to register single clicks as a move
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if (drag_distance >= 30) {
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if (fabs(dx) > fabs(dy)) {
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if (dx > 0) {
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move(RIGHT);
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} else {
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move(LEFT);
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}
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} else {
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if (dy > 0) {
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move(DOWN);
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} else {
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move(UP);
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}
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}
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spawn_tile();
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}
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is_dragging = false;
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}
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}
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int main() {
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int main() {
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srand(time(NULL));
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srand(time(NULL));
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@@ -225,28 +255,30 @@ int main() {
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tile_count++;
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tile_count++;
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}
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}
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printf("2048 machen\n");
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InitWindow(800, 600, "2048");
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print_board();
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SetTargetFPS(30); // So my laptop doesn't burn
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move(UP);
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printf("After move up:\n");
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while (!WindowShouldClose()) {
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print_board();
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ClearBackground(RAYWHITE);
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printf("After spawning a tile:\n");
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BeginDrawing();
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spawn_tile();
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print_board();
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for (int y = 0; y < BOARD_HEIGHT; y++) {
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move(DOWN);
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for (int x = 0; x < BOARD_WIDTH; x++) {
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printf("After move down:\n");
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int tile_value = board[y][x];
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print_board();
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int pos_x = BOARD_MARGIN + x * (TILE_SIZE + TILE_SPACING);
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spawn_tile();
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int pos_y = BOARD_MARGIN + y * (TILE_SIZE + TILE_SPACING);
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printf("After spawning a tile:\n");
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int color_index = (tile_value == 0) ? 0 : (int)log2(tile_value);
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print_board();
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move(LEFT);
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DrawRectangle(pos_x, pos_y, TILE_SIZE, TILE_SIZE, tile_colors[color_index]);
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printf("After move left:\n");
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if (tile_value != 0) {
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print_board();
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const char *text = TextFormat("%d", tile_value);
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spawn_tile();
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DrawText(text, pos_x + TILE_SIZE / 2 - MeasureText(text, 20) / 2, pos_y + TILE_SIZE / 2 - 10, 20, BLACK);
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printf("After spawning a tile:\n");
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}
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print_board();
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}
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move(RIGHT);
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}
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printf("After move right:\n");
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EndDrawing();
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print_board();
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handle_mouse_input();
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}
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CloseWindow();
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return 0;
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return 0;
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}
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}
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