Added the trunk/branches/tags directories at repository root, and moved previous root into trunk/
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/trunk@1002 4e206d99-4929-0410-ac5d-dfc041789085
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2f524481c1
974 changed files with 295448 additions and 0 deletions
18
samples/pong/Makefile
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18
samples/pong/Makefile
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EXEC = pong
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OBJ = Pong.o
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all: $(EXEC)
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pong: $(OBJ)
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$(CC) $(LDFLAGS) -o $(EXECPATH)/$@ $(OBJ) -lsfml-audio -lsfml-graphics -lsfml-window -lsfml-system
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%.o: %.cpp
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$(CC) -o $@ -c $< $(CFLAGS)
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.PHONY: clean mrproper
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clean:
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@rm -rf *.o
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mrproper: clean
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@rm -rf $(EXECPATH)/$(EXEC)
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190
samples/pong/Pong.cpp
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190
samples/pong/Pong.cpp
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics.hpp>
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#include <SFML/Audio.hpp>
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#include <cmath>
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////////////////////////////////////////////////////////////
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/// Entry point of application
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///
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/// \return Application exit code
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///
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////////////////////////////////////////////////////////////
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int main()
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{
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// Defines PI
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const float PI = 3.14159f;
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// Create the window of the application
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sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML Pong");
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// Load the sounds used in the game
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sf::SoundBuffer BallSoundBuffer;
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if (!BallSoundBuffer.LoadFromFile("datas/pong/ball.wav"))
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{
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return EXIT_FAILURE;
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}
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sf::Sound BallSound(BallSoundBuffer);
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// Load the images used in the game
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sf::Image BackgroundImage, LeftPaddleImage, RightPaddleImage, BallImage;
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if (!BackgroundImage.LoadFromFile("datas/pong/background.jpg") ||
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!LeftPaddleImage.LoadFromFile("datas/pong/paddle_left.png") ||
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!RightPaddleImage.LoadFromFile("datas/pong/paddle_right.png") ||
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!BallImage.LoadFromFile("datas/pong/ball.png"))
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{
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return EXIT_FAILURE;
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}
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// Load the text font
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sf::Font Cheeseburger;
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if (!Cheeseburger.LoadFromFile("datas/post-fx/cheeseburger.ttf"))
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return EXIT_FAILURE;
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// Initialize the end text
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sf::String End;
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End.SetFont(Cheeseburger);
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End.SetSize(60.f);
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End.Move(150.f, 200.f);
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End.SetColor(sf::Color(50, 50, 250));
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// Create the sprites of the background, the paddles and the ball
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sf::Sprite Background(BackgroundImage);
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sf::Sprite LeftPaddle(LeftPaddleImage);
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sf::Sprite RightPaddle(RightPaddleImage);
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sf::Sprite Ball(BallImage);
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LeftPaddle.Move(10, (App.GetView().GetRect().GetHeight() - LeftPaddle.GetSize().y) / 2);
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RightPaddle.Move(App.GetView().GetRect().GetWidth() - RightPaddle.GetSize().x - 10, (App.GetView().GetRect().GetHeight() - RightPaddle.GetSize().y) / 2);
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Ball.Move((App.GetView().GetRect().GetWidth() - Ball.GetSize().x) / 2, (App.GetView().GetRect().GetHeight() - Ball.GetSize().y) / 2);
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// Define the paddles properties
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sf::Clock AITimer;
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const float AITime = 0.1f;
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float LeftPaddleSpeed = 400.f;
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float RightPaddleSpeed = 400.f;
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// Define the ball properties
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float BallSpeed = 400.f;
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float BallAngle;
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do
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{
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// Make sure the ball initial angle is not too much vertical
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BallAngle = sf::Randomizer::Random(0.f, 2 * PI);
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} while (std::abs(std::cos(BallAngle)) < 0.7f);
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bool IsPlaying = true;
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while (App.IsOpened())
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{
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// Handle events
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sf::Event Event;
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while (App.GetEvent(Event))
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{
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// Window closed or escape key pressed : exit
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if ((Event.Type == sf::Event::Closed) ||
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((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape)))
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{
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App.Close();
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break;
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}
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}
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if (IsPlaying)
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{
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// Move the player's paddle
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if (App.GetInput().IsKeyDown(sf::Key::Up) && (LeftPaddle.GetPosition().y > 5.f))
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LeftPaddle.Move(0.f, -LeftPaddleSpeed * App.GetFrameTime());
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if (App.GetInput().IsKeyDown(sf::Key::Down) && (LeftPaddle.GetPosition().y < App.GetView().GetRect().GetHeight() - LeftPaddle.GetSize().y - 5.f))
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LeftPaddle.Move(0.f, LeftPaddleSpeed * App.GetFrameTime());
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// Move the computer's paddle
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if (((RightPaddleSpeed < 0.f) && (RightPaddle.GetPosition().y > 5.f)) ||
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((RightPaddleSpeed > 0.f) && (RightPaddle.GetPosition().y < App.GetView().GetRect().GetHeight() - RightPaddle.GetSize().y - 5.f)))
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{
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RightPaddle.Move(0.f, RightPaddleSpeed * App.GetFrameTime());
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}
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// Update the computer's paddle direction according to the ball position
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if (AITimer.GetElapsedTime() > AITime)
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{
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AITimer.Reset();
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if ((RightPaddleSpeed < 0) && (Ball.GetPosition().y + Ball.GetSize().y > RightPaddle.GetPosition().y + RightPaddle.GetSize().y))
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RightPaddleSpeed = -RightPaddleSpeed;
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if ((RightPaddleSpeed > 0) && (Ball.GetPosition().y < RightPaddle.GetPosition().y))
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RightPaddleSpeed = -RightPaddleSpeed;
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}
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// Move the ball
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float Factor = BallSpeed * App.GetFrameTime();
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Ball.Move(std::cos(BallAngle) * Factor, std::sin(BallAngle) * Factor);
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// Check collisions between the ball and the screen
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if (Ball.GetPosition().x < 0.f)
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{
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IsPlaying = false;
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End.SetText("You lost !\n(press escape to exit)");
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}
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if (Ball.GetPosition().x + Ball.GetSize().x > App.GetView().GetRect().GetWidth())
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{
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IsPlaying = false;
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End.SetText("You won !\n(press escape to exit)");
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}
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if (Ball.GetPosition().y < 0.f)
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{
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BallSound.Play();
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BallAngle = -BallAngle;
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Ball.SetY(0.1f);
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}
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if (Ball.GetPosition().y + Ball.GetSize().y > App.GetView().GetRect().GetHeight())
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{
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BallSound.Play();
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BallAngle = -BallAngle;
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Ball.SetY(App.GetView().GetRect().GetHeight() - Ball.GetSize().y - 0.1f);
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}
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// Check the collisions between the ball and the paddles
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// Left Paddle
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if (Ball.GetPosition().x < LeftPaddle.GetPosition().x + LeftPaddle.GetSize().x &&
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Ball.GetPosition().x > LeftPaddle.GetPosition().x + (LeftPaddle.GetSize().x / 2.0f) &&
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Ball.GetPosition().y + Ball.GetSize().y >= LeftPaddle.GetPosition().y &&
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Ball.GetPosition().y <= LeftPaddle.GetPosition().y + LeftPaddle.GetSize().y)
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{
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BallSound.Play();
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BallAngle = PI - BallAngle;
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Ball.SetX(LeftPaddle.GetPosition().x + LeftPaddle.GetSize().x + 0.1f);
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}
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// Right Paddle
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if (Ball.GetPosition().x + Ball.GetSize().x > RightPaddle.GetPosition().x &&
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Ball.GetPosition().x + Ball.GetSize().x < RightPaddle.GetPosition().x + (RightPaddle.GetSize().x / 2.0f) &&
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Ball.GetPosition().y + Ball.GetSize().y >= RightPaddle.GetPosition().y &&
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Ball.GetPosition().y <= RightPaddle.GetPosition().y + RightPaddle.GetSize().y)
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{
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BallSound.Play();
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BallAngle = PI - BallAngle;
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Ball.SetX(RightPaddle.GetPosition().x - Ball.GetSize().x - 0.1f);
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}
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}
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// Clear the window
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App.Clear();
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// Draw the background, paddles and ball sprites
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App.Draw(Background);
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App.Draw(LeftPaddle);
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App.Draw(RightPaddle);
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App.Draw(Ball);
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// If the game is over, display the end message
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if (!IsPlaying)
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App.Draw(End);
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// Display things on screen
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App.Display();
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}
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return EXIT_SUCCESS;
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}
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