/**********************************************************************************************
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								*
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								*   raylib - Advance Game template
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								*
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								*   Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
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								*
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								*   Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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								*
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								*   This software is provided "as-is", without any express or implied warranty. In no event
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								*   will the authors be held liable for any damages arising from the use of this software.
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								*
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								*   Permission is granted to anyone to use this software for any purpose, including commercial
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								*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
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								*
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								*     1. The origin of this software must not be misrepresented; you must not claim that you
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								*     wrote the original software. If you use this software in a product, an acknowledgment
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								*     in the product documentation would be appreciated but is not required.
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								*
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								*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
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								*     as being the original software.
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								*
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								*     3. This notice may not be removed or altered from any source distribution.
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								*
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								**********************************************************************************************/
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								#include "raylib.h"
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								#include "screens.h"
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								#include "../player.h"
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								#include "../monster.h"
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								#include <string.h>
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								//----------------------------------------------------------------------------------
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								// Global Variables Definition (local to this module)
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								//----------------------------------------------------------------------------------
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								// Gameplay screen global variables
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								static int framesCounter;
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								static int finishScreen;
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								static Texture2D background;
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								// Declare doors
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								static Door doorRight;
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								// Decalre monsters
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								static Monster lamp;
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								static Monster arc;
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								static bool monsterHover;
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								static int monsterCheck;      // Identify checking monster
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								static const char message[256] = "YOUR PARENTS ARE GONE! TIME TO ESCAPE!\nTHE DOOR IS LOCKED... TURN ON THE LIGHTS! ;)";
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								static int msgPosX = 100;
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								static int msgState = 0;   // 0-writting, 1-wait, 2-choose
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								static int lettersCounter = 0;
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								static char msgBuffer[256] = { '\0' };
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								static int msgCounter = 0;
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								static bool searching = false;
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								//----------------------------------------------------------------------------------
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								// Gameplay Screen Functions Definition
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								//----------------------------------------------------------------------------------
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								// Gameplay Screen Initialization logic
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								void InitAtticScreen(void)
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								{
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								    ResetPlayer();
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								    // Reset Screen variables
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								    monsterHover = false;
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								    monsterCheck = -1;
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								    msgState = 0;
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								    msgCounter = 0;
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								    lettersCounter = 0;
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								    for (int i = 0; i < 256; i++) msgBuffer[i] = '\0';
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								    framesCounter = 0;
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								    finishScreen = 0;
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								    background = LoadTexture("resources/textures/background_attic.png");
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								    // Initialize doors
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								    doorRight.position = (Vector2) { 1074, 140 };
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								    doorRight.facing = 2;
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								    doorRight.locked = true;
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								    doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2};
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								    doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2};
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								    doorRight.selected = false;
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								    // Monster init: lamp
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								    lamp.position = (Vector2){ 50, 316 };
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								    lamp.texture = LoadTexture("resources/textures/monster_lamp_left.png");
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								    lamp.currentFrame = 0;
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								    lamp.framesCounter = 0;
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								    lamp.numFrames = 4;
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								    lamp.bounds = (Rectangle){ lamp.position.x + 20, lamp.position.y, 90, 380 };
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								    lamp.frameRec = (Rectangle) { 0, 0, lamp.texture.width/lamp.numFrames, lamp.texture.height };
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								    lamp.selected = false;
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								    lamp.active = false;
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								    lamp.spooky = false;
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								    // Monster init: arc
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								    arc.position = (Vector2){ 760, 430 };
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								    arc.texture = LoadTexture("resources/textures/monster_arc.png");
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								    arc.currentFrame = 0;
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								    arc.framesCounter = 0;
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								    arc.numFrames = 4;
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								    arc.bounds = (Rectangle){ arc.position.x + 44, arc.position.y + 70, 220, 120 };
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								    arc.frameRec = (Rectangle) { 0, 0, arc.texture.width/arc.numFrames, arc.texture.height };
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								    arc.selected = false;
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								    arc.active = false;
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								    arc.spooky = true;
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								}
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								// Gameplay Screen Update logic
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								void UpdateAtticScreen(void)
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								{
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								    if (player.key)
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								    {
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								        // Door: right
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								        if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || 
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								            (CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true; 
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								        else doorRight.selected = false;
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								        if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound)))
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								        {
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								            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE)))
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								            {
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								                if (doorRight.locked)
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								                {
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								                    doorRight.frameRec.y = 0;
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								                    doorRight.locked = false;
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								                    PlaySound(sndDoor);
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								                }
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								                else finishScreen = 1;
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								            }
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								        }
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								    }
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								    if (msgState > 2)
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								    {
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								        UpdatePlayer();
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										// Monsters logic
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								        UpdateMonster(&lamp);
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								        UpdateMonster(&arc);
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								    }
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								    // Check player hover monsters to interact
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								    if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) ||
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								        ((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active)) monsterHover = true;
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								    else monsterHover = false;
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								    // Monters logic: lamp
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								    if ((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active)
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								    {
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								        lamp.selected = true;
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								        if ((IsKeyPressed(KEY_SPACE)) || 
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								            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), lamp.bounds))))
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								        {
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								            SearchKeyPlayer();
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								            searching = true;
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								            framesCounter = 0;
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								            monsterCheck = 1;
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								        }
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								    }
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								    else lamp.selected = false;
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								    // Monters logic: arc
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								    if ((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active)
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								    {
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								        arc.selected = true;
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								        if ((IsKeyPressed(KEY_SPACE)) || 
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								            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), arc.bounds))))
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								        {
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								            SearchKeyPlayer();
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								            searching = true;
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								            framesCounter = 0;
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								            monsterCheck = 2;
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								        }
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								    }
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								    else arc.selected = false;
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								    if (searching)
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								    {
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								        framesCounter++;
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								        if (framesCounter > 180)
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								        {
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								            if (monsterCheck == 1)
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								            {
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								                if (lamp.spooky)
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								                {
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								                    ScarePlayer();
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								                    PlaySound(sndScream);
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								                }
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								                else FindKeyPlayer();
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								                lamp.active = true;
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								                lamp.selected = false;
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								            }
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								            else if (monsterCheck == 2)
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								            {
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								                if (arc.spooky) 
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								                {
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								                    ScarePlayer();
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								                    PlaySound(sndScream);
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								                }
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								                else FindKeyPlayer();
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								                arc.active = true;
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								                arc.selected = false;
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								            }
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								            searching = false;
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								            framesCounter = 0;
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								        }
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								    }
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								    // Text animation
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								    framesCounter++;
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								    if ((framesCounter%2) == 0) lettersCounter++;
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								    if (msgState == 0)
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								    {
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								        if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter);
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								        else
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								        {
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								            for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0';
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								            lettersCounter = 0;
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								            msgState = 1;
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								        }
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								        if (IsKeyPressed(KEY_ENTER)) msgState = 1;
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								    }
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								    else if (msgState == 1)
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								    {
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								        msgCounter++;
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								        if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
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								        {
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								            msgState = 2;
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								            msgCounter = 0;
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								        }
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								    }
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								    else if (msgState == 2)
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								    {
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								        msgCounter++;
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								        if (msgCounter > 180) msgState = 3;
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								    }
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								    else msgCounter++;
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								    if (IsKeyPressed('M'))
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								    {
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								        finishScreen = 1;
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								    }
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								}
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								// Gameplay Screen Draw logic
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								void DrawAtticScreen(void)
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								{
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								    DrawTexture(background, 0, 0, WHITE);
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								    // Draw monsters
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									DrawMonster(lamp, 0);
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								    DrawMonster(arc, 0);
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								    // Draw door
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								    if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorRight.position, GREEN);
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								    else DrawTextureRec(doors, doorRight.frameRec, doorRight.position, WHITE);
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								    // Draw messsages
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								    if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f));
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								    else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f));
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								    if (msgState == 0) 
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								    {
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								        DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
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								    }
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								    else if (msgState == 1)
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								    {
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								        DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
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								        if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK);
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								    }
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								    else if (msgState == 2)
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								    {
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								        if ((msgCounter/30)%2)
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								        {
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								            DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.size*2, 2, WHITE);
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								            DrawRectangleRec(lamp.bounds, Fade(RED, 0.6f));
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								            DrawRectangleRec(arc.bounds, Fade(RED, 0.6f));
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								        }
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								    }
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								    else
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								    {
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								        if ((monsterHover) && ((msgCounter/30)%2))
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								        {
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								            DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f));
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								            DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK);
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								        }
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								    }
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								    DrawPlayer();       // NOTE: Also draws mouse pointer!
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								}
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								// Gameplay Screen Unload logic
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								void UnloadAtticScreen(void)
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								{
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								    // TODO: Unload GAMEPLAY screen variables here!
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								    UnloadTexture(background);
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								    UnloadMonster(lamp);
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								    UnloadMonster(arc);
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								}
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								// Gameplay Screen should finish?
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								int FinishAtticScreen(void)
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								{
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								    return finishScreen;
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								}
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