update: types and functions
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@@ -174,7 +174,6 @@ typedef struct
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Player player;
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Player player;
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Birds birds;
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Birds birds;
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Islands islands;
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Islands islands;
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Camera2D camera;
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Mouse mouse;
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Mouse mouse;
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Image image;
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Image image;
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} GameState;
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} GameState;
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@@ -226,7 +225,7 @@ void RenderMenu(MenuState *m, Font *font, const char *title, Flags *flags);
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void CleanupMenu(MenuState *m);
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void CleanupMenu(MenuState *m);
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Floor CreateFloor(void);
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Floor CreateFloor(void);
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void UpdateFloor(Floor *floor, const Camera2D *camera);
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void UpdateFloor(Floor *floor);
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void RenderFloor(Floor *floor);
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void RenderFloor(Floor *floor);
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void UnloadFloor(Floor *floor);
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void UnloadFloor(Floor *floor);
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@@ -160,10 +160,12 @@ void UpdateArray(Array* array, void (*updateFunc)(void*));
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void RenderArray(Array* array, void (*renderFunc)(void*));
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void RenderArray(Array* array, void (*renderFunc)(void*));
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void FreeArray(Array** array);
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void FreeArray(Array** array);
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Camera2D CreateCamera(Vector2 playerPosition, float initZoom);
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Camera2D* GetCamera(void);
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void UpdateCameraTarget(Camera2D *camera, Vector2 *position, const float smoothness);
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Rectangle GetCameraRectangle(void);
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void UpdateCameraZoom(Camera2D *camera, const float *scaleFactor, const float *minZoom, const float *maxZoom);
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void CreateCamera(Vector2 playerPosition, float initZoom);
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void UpdateCamera2D(Camera2D* camera, Vector2* position, Mouse* mouse);
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void UpdateCameraTarget(Vector2 *position, const float smoothness);
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void UpdateCameraZoom(const float *scaleFactor, const float *minZoom, const float *maxZoom);
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void UpdateCamera2D(Vector2* position, Mouse* mouse);
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void InitConfig(Config *config, const char* path);
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void InitConfig(Config *config, const char* path);
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int GetConfigInt(Config *config, const char *key);
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int GetConfigInt(Config *config, const char *key);
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@@ -193,7 +195,7 @@ void renderButton(Button *b);
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Mouse CreateMouse(float zoomSpeed, float minZoom, float maxZoom, Texture2D *texture);
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Mouse CreateMouse(float zoomSpeed, float minZoom, float maxZoom, Texture2D *texture);
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void UpdateMouseScreen(Mouse *mouse);
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void UpdateMouseScreen(Mouse *mouse);
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void UpdateMouse(Mouse *mouse, Camera2D *camera);
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void UpdateMouse(Mouse *mouse);
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Vector2 GetDirectionVector(void);
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Vector2 GetDirectionVector(void);
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ObjectArray CreateObjectArray(const Object *prototype, const size_t count);
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ObjectArray CreateObjectArray(const Object *prototype, const size_t count);
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@@ -221,12 +223,14 @@ void UpdateSoundtrack(Soundtrack *soundtrack, bool playing);
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void UpdateSpriteSourceRec(Sprite *sprite, const Vector2 *vector);
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void UpdateSpriteSourceRec(Sprite *sprite, const Vector2 *vector);
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void UpdateSpriteDestRec(Sprite *sprite, const Vector2 *vector);
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void UpdateSpriteDestRec(Sprite *sprite, const Vector2 *vector);
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void UpdateSpriteRotation(Sprite *sprite, Vector2 *vector);
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void UpdateSpriteRotation(Sprite *sprite, float rotation);
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void RenderSprite(const Sprite *sprite);
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void RenderSprite(const Sprite *sprite);
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void PrintSprite(const Sprite *sprite);
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void PrintSprite(const Sprite *sprite);
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bool IsVectorZero(Vector2 v);
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bool IsVectorZero(Vector2 v);
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Vector2 GetRandomVector(const Rectangle bounds);
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Vector2 GetRandomVector(const Rectangle bounds);
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Vector2 RotationToVector2(float rotation);
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float Vector2ToRotation(Vector2 vec);
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#endif //ENGINE_H
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#endif //ENGINE_H
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