c ++ – OpenGL textures are not displayed

So I am currently working on a small project in C ++ for a school evaluation and, for some reason, my textures are not shown when I run the game. I do not get any compilation errors but they do not appear.
First I used

int main ()

Only for my code, but after reading about the functions I thought that my code would be better if I used them. The game worked perfectly well before I started using features, so my question is about the location of some parts of my code.

Here is the complete code:

#include "raylib.h"

// Variable declaration
static int screenWidth = 800; // Set the width of the screen.
static int screenHeight = 450; // Set the height of the screen.
static int EnemyMove = 0;
static score int = 0;
static int lives = 5;
static int EnemySpeed ​​= 6;

Vector3 Static PlayerPosition = {336.0f, 361.0f, 0.0f}; // Define the positions of all the objects at the beginning of the game.
Vector3 static IceCreamPosition = {600.0f, 300.0f, 0.0f};
Static vector3One position = {75.0f, 25.0f, 0.0f};

static bool HasIce = true;
static bool IceShooting = false;
static bool HitEnemy = false;
static bool GameStarted = false;

Cone of image;
Ice image;
Enemy of the image;

Texture2D ConeText;
Texture2D IceText;
Texture2D EnemyText;

// local function declaration
static empty initial game (void); // Initialize game
static void UpdateGame (void); // Update game (a box)
Empty static drawGame (void); // Draw game (a frame)
static void UpdateDrawFrame (void); // Update and draw (a box)

int main ()
{
// Initialization
// ———————————————— ————————————–

InitWindow (screenWidth, screenHeight, "Icecream Eater");

Initial game ();

// ------------------------------------------------ --------------------------------------

// Main circuit of the game.
while (! WindowShouldClose ()) // Detect the close window button.
{

UpdateDrawFrame ();
}

// Initialization
// ------------------------------------------------ --------------------------------------
Close the window(); // Close window and OpenGL context
// ------------------------------------------------ --------------------------------------

returns 0;

}

empty static start game (void)
{
Image cone = LoadImage ("Images / Cone.png"); // load the image in the memory of the CPU.
Image Ice = LoadImage ("Images / Ice.png");
Image Enemy = LoadImage ("Images / Enemy.png");

Texture2D ConeText = LoadTextureFromImage (Cone); // Convert the image into a texture; Put in vram.
Texture2D IceText = LoadTextureFromImage (Ice);
Texture2D EnemyText = LoadTextureFromImage (Enemy);

UnloadImage (Cone);
Download image (ice);
Download image (enemy);

SetTargetFPS (60); // define target frames per second.

}

Static void update game (void)
{
if (! GameStarted && IsKeyPressed (KEY_ENTER)) {
GameStarted = true;

}
if (GameStarted) {
// To update
if (HasIce) {// If the player has ice, the ice will join the player.
IceCreamPosition.x = PlayerPosition.x + 12;
IceCreamPosition.y = PlayerPosition.y - 17;

if (IsKeyPressed (KEY_SPACE)) {// if the Space key is pressed, the player goes to a triggering state.
Shot with ice = true;
HasIce = false;
}
}

if (! HasIce && IceShooting) {// if the player does not have Ice and Is and is firing, check the collision with Enemy.
if (((EnemyPosition.x - IceCreamPosition.x < 10 && EnemyPosition.x - IceCreamPosition.x > - 40) && (EnemyPosition.y - IceCreamPosition.y> -64 && EnemyPosition.y - IceCreamPosition.y <34))) {
HasIce = true;
Shot with ice = false;
Score ++;
EnemySpeed ​​+ = 2;
EnemyPosition.x = 75;
EnemyMove = 0;
}

}

// Move player
if (IsKeyDown (KEY_RIGHT) && PlayerPosition.x < (screenWidth - 64)) PlayerPosition.x += 2.5f;
    else if (IsKeyDown(KEY_LEFT) && PlayerPosition.x > 0) PlayerPosition.x - = 2.5f;
else if (IsKeyDown (KEY_DOWN) && PlayerPosition.y < (screenHeight - 64)) PlayerPosition.y += 2.5f;
    else if (IsKeyDown(KEY_UP) && PlayerPosition.y > 325) PlayerPosition.y - = 2.5f;

if (IceShooting) {// Shoot ice
IceCreamPosition.y - = 5;
}

{// enemy movement
yes (EnemyMove <= 540){
            EnemyPosition.x += EnemySpeed;
            EnemyMove += EnemySpeed;

        }
        else if(EnemyMove >= 540 && EnemyMove <= 1080) {
EnemyPosition.x - = EnemySpeed;
EnemyMove + = EnemySpeed;

}
yes no (EnemyMove == 1080) {
EnemyMove = 0;

}
}

if (IceCreamPosition.y <0 || HitEnemy) {// check if I put it on top
HasIce = true;
Shot with ice = false;
Lives --;
EnemyPosition.y + = 50;
}

if (Lives == 0) {// end the game if the player has no remaining lives
Close the window();

}
}

}

Empty static drawGame (void)
{
StartDraw ();

                                ClearBackground (RAYWHITE);

if (GameStarted) {
// draw all the textures for in the game.
DrawTexture (EnemyText, EnemyPosition.x, EnemyPosition.y, WHITE);
DrawTexture (ConeText, PlayerPosition.x, PlayerPosition.y, WHITE);
DrawTexture (IceText, IceCreamPosition.x, IceCreamPosition.y, WHITE);

// draw all the elements of HUD.
DrawText (FormatText ("Score:% i", Score), 10, 10, 20, LIGHTGRAY);
DrawText (FormatText ("Turns:% i", Lives), 700, 10, 20, LIGHTGRAY);
}
plus{
// draw the start menu.
DrawText ("Stop the crazy woman", 200, 50, 20, LIGHTGRAY);
DrawText ("to eat your ice cream cone", 200, 70, 20, LIGHTGRAY);
DrawText ("Make sure it is full by", 200, 90, 20, LIGHTGRAY);
DrawText ("Feeding your scoops of ice cream", 200, 110, 20, LIGHTGRAY);
DrawText ("Press ENTER to begin.", 200, 130, 20, LIGHTGRAY);
}

EndDrawing ();

}

static void UpdateDrawFrame (void)
{
UpdateGame ();
Drawing game ();

}

My question is about this part of my code.

Image cone = LoadImage ("Images / Cone.png"); // load the image in the memory of the CPU.
Image Ice = LoadImage ("Images / Ice.png");
Image Enemy = LoadImage ("Images / Enemy.png");

Texture2D ConeText = LoadTextureFromImage (Cone); // Convert the image into a texture; Put in vram.
Texture2D IceText = LoadTextureFromImage (Ice);
Texture2D EnemyText = LoadTextureFromImage (Enemy);

UnloadImage (Cone);
Download image (ice);
Download image (enemy); 

this is used to get the textures of the computer in the ram and then in vram and then remove them from the ram again.
LoadImage can not be used before initWindow initialization

Does anyone know why the images do not appear?

Cone of image;

Ice image;
Enemy of the image;

Texture2D ConeText;
Texture2D IceText;
Texture2D EnemyText;

I put them in the declaration of the variable because otherwise I receive an error that tells me that those variables are not declared in the scope.

If someone could help me that would be very appreciated.