Reformat to folow style
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20
Readme.md
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20
Readme.md
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# Code style
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## Naming Conventions:
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- PascalCase:
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- Functions
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- Class names
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- Struct names
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- camelCase:
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- Class attributes
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- Class methods
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- Struct attributes
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- Variables
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## Class Structure:
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- Header (.h) Files:
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- Declare public methods and attributes first, followed by private members.
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- Implementation (.cpp) Files:
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- Implement methods in the same order as declared in the corresponding header file.
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24
inc/Tree.hpp
24
inc/Tree.hpp
@ -1,19 +1,18 @@
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#include "raylib.h";
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#include "raylib.h"
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#include <cstdint>
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#include <vector>
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#include <list>
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#define MAX_DEPTH 11
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struct branch
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struct Branch
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{
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Color color;
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uint8_t numOfBranches;
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float lenghthRatio;
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};
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struct draw_args
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struct DrawArgs
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{
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Vector2 start;
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float angleDeg;
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@ -27,17 +26,18 @@ class Tree
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public:
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Tree(int size);
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~Tree();
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void Draw(Rectangle dest);
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void new_tree();
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void generate_tree();
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void draw_tree(draw_args first);
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void draw_branch(draw_args arg);
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Vector2 draw_line(Vector2 start, float angleDeg, float lenghth, int dep);
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void draw(Rectangle dest, float rotation);
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void newTree();
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private:
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int size = 0;
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RenderTexture2D target = {0};
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Vector2 start = {0};
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std::vector<branch> tree;
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std::list<draw_args> draw_calls;
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std::vector<Branch> branches;
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std::list<DrawArgs> draw_calls;
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void generateBranches();
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void drawTree();
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void drawBranch();
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Vector2 drawLine();
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};
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12
main.cpp
12
main.cpp
@ -10,21 +10,19 @@ int main(void)
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SetTargetFPS(60);
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{
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Tree tre(800);
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tre.new_tree();
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Tree tree(800);
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tree.newTree();
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Rectangle dest = {0, 0, screenWidth, screenHeight};
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float rotation = 0.0f;
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while (!WindowShouldClose())
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{
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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{
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tre.new_tree();
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tree.newTree();
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}
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BeginDrawing();
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tre.Draw(dest);
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tree.draw(dest, rotation);
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EndDrawing();
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}
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}
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78
src/Tree.cpp
78
src/Tree.cpp
@ -4,6 +4,7 @@
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#include "Math.hpp"
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#include <cmath>
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// Public
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Tree::Tree(int size)
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{
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this->size = size;
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@ -11,7 +12,7 @@ Tree::Tree(int size)
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start.x = size / 2;
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start.y = size;
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tree.assign(11, {0});
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branches.assign(11, {0});
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}
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Tree::~Tree()
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@ -19,85 +20,90 @@ Tree::~Tree()
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UnloadRenderTexture(target);
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}
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void Tree::Draw(Rectangle dest)
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void Tree::draw(Rectangle dest, float rotation)
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{
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Rectangle source = {0, 0, (float)target.texture.width, (float)-target.texture.height};
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Vector2 origin = {0.0f, 0.0f};
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DrawTexturePro(target.texture, source, dest, origin, 0.0f, WHITE);
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DrawTexturePro(target.texture, source, dest, origin, rotation, WHITE);
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}
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Vector2 Tree::draw_line(Vector2 start, float angleDeg, float lenghth, int dep)
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void Tree::newTree()
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{
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angleDeg += 180.0f;
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float angle = (angleDeg * PI) / 180.0f;
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float nx = lenghth * std::sin(angle);
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float ny = lenghth * std::cos(angle);
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Vector2 end = {start.x + nx, start.y + ny};
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generateBranches();
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BeginTextureMode(target);
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ClearBackground(WHITE);
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drawTree();
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EndTextureMode();
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}
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// Private
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Vector2 Tree::drawLine()
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{
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DrawArgs arg = draw_calls.front();
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arg.angleDeg += 180.0f;
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float angle = (arg.angleDeg * PI) / 180.0f;
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float nx = arg.lenghth * std::sin(angle);
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float ny = arg.lenghth * std::cos(angle);
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Vector2 end = {arg.start.x + nx, arg.start.y + ny};
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float thick = 2.0;
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float fstep = 1.0 / ((lenghth / thick) * 1.5);
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float fstep = 1.0 / ((arg.lenghth / thick) * 1.5);
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for (float i = 0; i < 1; i += fstep)
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{
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Vector2 point = Vector2Lerp(start, end, i);
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Color color = ColorLerp(tree[dep - 1].color, tree[dep].color, i);
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Vector2 point = Vector2Lerp(arg.start, end, i);
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Color color = ColorLerp(branches[arg.dep - 1].color, branches[arg.dep].color, i);
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DrawCircleV(point, thick, color);
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}
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return end;
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}
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void Tree::draw_branch(draw_args arg)
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void Tree::drawBranch()
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{
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DrawArgs arg = draw_calls.front();
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if (arg.dep >= MAX_DEPTH)
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return;
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Vector2 next = draw_line(arg.start, arg.angleDeg, arg.lenghth, arg.dep);
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Vector2 next = drawLine();
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float next_len = tree[arg.dep].lenghthRatio;
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float sectors = tree[arg.dep].numOfBranches + 1;
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float next_len = branches[arg.dep].lenghthRatio;
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float sectors = branches[arg.dep].numOfBranches + 1;
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float degres = 180.0f / sectors;
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for (size_t i = 0; i < tree[arg.dep].numOfBranches; i++)
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for (size_t i = 0; i < branches[arg.dep].numOfBranches; i++)
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{
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float newAngle = arg.angleDeg - 90 + (degres * (i + 1));
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draw_calls.push_back((draw_args){next, newAngle, arg.lenghth * next_len, arg.dep + 1});
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draw_calls.push_back((DrawArgs){next, newAngle, arg.lenghth * next_len, arg.dep + 1});
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}
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}
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void Tree::draw_tree(draw_args first)
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void Tree::drawTree()
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{
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draw_calls.push_back(first);
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draw_calls.push_back((DrawArgs){start, 0, size / 4, 1});
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while (!draw_calls.empty())
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{
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draw_branch(draw_calls.front());
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drawBranch();
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draw_calls.pop_front();
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}
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}
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void Tree::generate_tree()
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void Tree::generateBranches()
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{
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for (size_t i = 0; i < MAX_DEPTH; i++)
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{
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uint8_t r = GetRandomValue(0, 255);
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uint8_t g = GetRandomValue(0, 255);
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uint8_t b = GetRandomValue(0, 255);
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tree[i].color = (Color){r, g, b, 255};
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branches[i].color = (Color){r, g, b, 255};
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tree[i].numOfBranches = GetRandomValue(1, 3);
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branches[i].numOfBranches = GetRandomValue(1, 3);
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tree[i].lenghthRatio = ((float)GetRandomValue(600, 700)) / 1000.0f;
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branches[i].lenghthRatio = ((float)GetRandomValue(600, 700)) / 1000.0f;
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}
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tree[0].color = tree[1].color;
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branches[0].color = branches[1].color;
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}
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void Tree::new_tree()
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{
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generate_tree();
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BeginTextureMode(target);
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ClearBackground(WHITE);
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draw_tree((draw_args){start, 0, size / 4, 1});
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EndTextureMode();
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}
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