Small fix to dungeon cravler demo.
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@@ -26,7 +26,7 @@ function init()
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RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
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camera = RL_CreateCamera3D()
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RL_SetCamera3DPosition( camera, { 0, 2, 4 } )
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RL_SetCamera3DPosition( camera, { 0, 8, 16 } )
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RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
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RL_SetCamera3DUp( camera, { 0, 2, 0 } )
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RL_SetCamera3DMode( camera, CAMERA_FREE )
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@@ -70,6 +70,27 @@ function init()
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matrix = RL_MatrixMultiply( RL_MatrixIdentity(), RL_MatrixTranslate( { -4, 0, -4 } ) )
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end
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function process( delta )
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-- print( "RL_GetTouchPointCount()", RL_GetTouchPointCount() )
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-- print( "RL_GetGestureDetected()", RL_GetGestureDetected() )
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-- local gesture = RL_GetGestureDetected()
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-- if gesture then
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-- local dragVec = RL_GetGestureDragVector()
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-- local pinchVec = RL_GetGesturePinchVector()
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-- -- print( "gesture "..gesture, "dragVec "..dragVec[1]..", "..dragVec[2] )
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-- print( "gesture "..gesture, "dragVec "..pinchVec[1]..", "..pinchVec[2] )
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-- end
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-- local vec = RL_GetGestureDragVector()
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-- print( vec[1]..", "..vec[2] )
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-- if RL_IsGestureDetected() then
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-- print( RL_GetGestureDetected() )
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-- end
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end
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function draw()
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RL_ClearBackground( { 100, 150, 100 } )
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RL_UpdateCamera3D( camera )
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