Chasing! Badly Chasing!

Chasing
Hi, I have updated a code little bit with some if loops inside while loops, also disabled the regular Rect (Axe) movement. And you should try this too. Its nicely chasing.

#include "raylib.h"

int ScreenWidth = 800;
int ScreenHeight = 450;
int CircleSize = 25;

//Circle Positions
Vector2 CirclePos{ScreenWidth / 2, ScreenHeight / 2};

//Rect Positions
Vector2 RectPos{100, 0};
Vector2 RectSize{50, 50};
int RectMoveSpeed = 3;

//Game Over stat
bool CollisionWithEnemy = false;

//Circle Bounries
int LeftCircleEdge = CirclePos.x - CircleSize;
int RightCircleEdge = CirclePos.x + CircleSize;
int UpCircleEdge = CirclePos.y - CircleSize;
int BottomCircleEdge = CirclePos.y + CircleSize;

//Rect Boundries
int LeftRectEdge = RectPos.x;
int RightRectEdge = RectPos.x + RectSize.x;
int UpperRectEdge = RectPos.y;
int BottomRectEdge {RectPos.y + RectSize.y};

//Timer
int counter = 1;
int timer = 0;

int main()
{
    CollisionWithEnemy = 
                (BottomRectEdge >= UpCircleEdge) && 
                (UpperRectEdge <= BottomCircleEdge) && 
                (RightRectEdge >= LeftCircleEdge) && 
                (LeftRectEdge <= RightCircleEdge);

    SetTargetFPS(60);
    InitWindow(ScreenWidth, ScreenHeight, "AxeGameProject");

    while (WindowShouldClose() == false)
    {
        BeginDrawing();

        //avoiding issue of screen flickering due to Double buffer rendering process
        ClearBackground(WHITE);
        if (CollisionWithEnemy)
        {
            DrawText("Game Over!", 400, 200, 20, RED);
        }
        else
        {
            //Updating Edges
            LeftCircleEdge = CirclePos.x - CircleSize;
            RightCircleEdge = CirclePos.x + CircleSize;
            UpCircleEdge = CirclePos.y - CircleSize;
            BottomCircleEdge = CirclePos.y + CircleSize;
            LeftRectEdge = RectPos.x;
            RightRectEdge = RectPos.x + RectSize.x;
            UpperRectEdge = RectPos.y;
            BottomRectEdge = RectPos.y + RectSize.y;

            //updating collision
              CollisionWithEnemy = 
                (BottomRectEdge >= UpCircleEdge) && 
                (UpperRectEdge <= BottomCircleEdge) && 
                (RightRectEdge >= LeftCircleEdge) && 
                (LeftRectEdge <= RightCircleEdge);

            //Creating a circle
            DrawCircle(CirclePos.x, CirclePos.y, CircleSize, RED);

            //Creating Rectangle
            DrawRectangle(RectPos.x, RectPos.y, RectSize.x, RectSize.y, RED);
/*
            //Move Rect
            RectPos.y += RectMoveSpeed;
            if (RectPos.y > ScreenHeight || RectPos.y < 0)
            {
                RectMoveSpeed = -RectMoveSpeed;
            }
       */     
            //INteract with circle to Move that doesnt go outside screen size
            if(IsKeyDown(KEY_D) && CirclePos.x < ScreenWidth - CircleSize)          //Move Right till screen size
            {
                CirclePos.x = CirclePos.x + 10;
            }
            else if (IsKeyDown(KEY_A) && CirclePos.x > 0 + CircleSize)    //Move Left till screen size 
            {
                CirclePos.x = CirclePos.x - 10;
            }
            else if (IsKeyDown(KEY_W) && CirclePos.y > 0 + CircleSize)    //Move Up till screen size 
            {
                CirclePos.y = CirclePos.y - 10;
            }
            else if (IsKeyDown(KEY_S) && CirclePos.y < ScreenHeight - CircleSize)    //Move Down till screen size 
            {
                CirclePos.y = CirclePos.y + 10;
            }

//Chasing Player.....
            //X
            if (RectPos.x > CirclePos.x)
            {
                if (RectPos.x != CirclePos.x)
                {
                    RectPos.x -= RectMoveSpeed;
                }
            }
            else if (RectPos.x < CirclePos.x)
            {
                if (RectPos.x != CirclePos.x)
                {
                    RectPos.x += RectMoveSpeed;
                }
            }
            
            //Y
            if (RectPos.y > CirclePos.y)
            {
                if (RectPos.y != CirclePos.y)
                {
                    RectPos.y -= RectMoveSpeed;
                }
            }
            else if (RectPos.y < CirclePos.y)
            {
                if (RectPos.y != CirclePos.y)
                {
                    RectPos.y += RectMoveSpeed;
                }
            }
        }

        EndDrawing();

    }
 

}

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