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raylib-wasm

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Make raylib games in JS for the web

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const InitGame = async () => { InitWindow(400, 250) } const UpdateGame = (ts) => { BeginDrawing() ClearBackground(BLACK) DrawText("Sorry, this demo is not ported, yet.", 15, 110, 20, RAYWHITE) EndDrawing() } /* #include "raylib.h" //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input"); Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 }; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 2.0f; if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 2.0f; if (IsKeyDown(KEY_UP)) ballPosition.y -= 2.0f; if (IsKeyDown(KEY_DOWN)) ballPosition.y += 2.0f; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawText("move the ball with arrow keys", 10, 10, 20, DARKGRAY); DrawCircleV(ballPosition, 50, MAROON); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } */