/*******************************************************************************************
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								*
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						|
								*   raylib game - Dr. Turtle & Mr. Gamera
							 | 
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								*
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								*   Welcome to raylib!
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								*
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						|
								*   To test examples, just press F6 and execute raylib_compile_execute script
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						|
								*   Note that compiled executable is placed in the same folder as .c file
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						|
								*
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								*   You can find all basic examples on C:\raylib\raylib\examples folder or
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						|
								*   raylib official webpage: www.raylib.com
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						|
								*
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								*   Enjoy using raylib. :)
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								*
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								*   This game has been created using raylib 1.6 (www.raylib.com)
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								*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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								*
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								*   Copyright (c) 2014 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include <math.h>        // Used for sinf()
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								#if defined(PLATFORM_WEB)
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								    #include <emscripten/emscripten.h>
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								#endif
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								#define MAX_ENEMIES 10
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								typedef enum { TITLE = 0, GAMEPLAY, ENDING } GameScreen;
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								//----------------------------------------------------------------------------------
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								// Global Variables Definition
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								//----------------------------------------------------------------------------------
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								const int screenWidth = 1280;
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								const int screenHeight = 720;
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								Texture2D sky;
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								Texture2D mountains;
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								Texture2D sea;
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								Texture2D title;
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								Texture2D turtle;
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								Texture2D gamera;
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								Texture2D shark;
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								Texture2D orca;
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								Texture2D swhale;
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								Texture2D fish;
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								Texture2D gframe;
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						|
								
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								Font font;
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								Sound eat;
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								Sound die;
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								Sound growl;
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								Music music;
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								// Define scrolling variables
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								int backScrolling = 0;
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								int seaScrolling = 0;
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								// Define current screen
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								GameScreen currentScreen = 0;
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								// Define player variables
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								int playerRail = 1;
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								Rectangle playerBounds;
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								bool gameraMode = false;
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								// Define enemies variables
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								Rectangle enemyBounds[MAX_ENEMIES];
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								int enemyRail[MAX_ENEMIES];
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								int enemyType[MAX_ENEMIES];
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								bool enemyActive[MAX_ENEMIES];
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								float enemySpeed = 10;
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								// Define additional game variables
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								int score = 0;
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								float distance = 0.0f;
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								int hiscore = 0;
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								float hidistance = 0.0f;
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								int foodBar = 0;
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								int framesCounter = 0;
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								unsigned char blue = 200;
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								float timeCounter = 0;
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								//----------------------------------------------------------------------------------
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								// Module Functions Declaration
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								//----------------------------------------------------------------------------------
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								void UpdateDrawFrame(void);     // Update and Draw one frame
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								//----------------------------------------------------------------------------------
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								// Main Enry Point
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								//----------------------------------------------------------------------------------
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								int main()
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    // Init window
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								    InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA");
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								    // Initialize audio device
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								    InitAudioDevice();      
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								    // Load game resources: textures
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								    sky = LoadTexture("resources/sky.png");
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								    mountains = LoadTexture("resources/mountains.png");
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								    sea = LoadTexture("resources/sea.png");
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								    title = LoadTexture("resources/title.png");
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								    turtle = LoadTexture("resources/turtle.png");
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								    gamera = LoadTexture("resources/gamera.png");
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								    shark = LoadTexture("resources/shark.png");
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								    orca = LoadTexture("resources/orca.png");
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								    swhale = LoadTexture("resources/swhale.png");
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								    fish = LoadTexture("resources/fish.png");
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								    gframe = LoadTexture("resources/gframe.png");
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								    // Load game resources: fonts
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								    font = LoadFont("resources/komika.png");
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								    // Load game resources: sounds
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								    eat = LoadSound("resources/eat.wav");
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								    die = LoadSound("resources/die.wav");
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								    growl = LoadSound("resources/gamera.wav");
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						|
								    
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								    // Load music stream and start playing music
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								    music = LoadMusicStream("resources/speeding.ogg");
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								    PlayMusicStream(music);
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								    playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
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								    // Init enemies variables
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								    for (int i = 0; i < MAX_ENEMIES; i++)
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								    {
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								        // Define enemy type (all same probability)
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								        //enemyType[i] = GetRandomValue(0, 3);
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								        // Probability system for enemies type
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								        int enemyProb = GetRandomValue(0, 100);
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						|
								        
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								        if (enemyProb < 30) enemyType[i] = 0;
							 | 
						|
								        else if (enemyProb < 60) enemyType[i] = 1;
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								        else if (enemyProb < 90) enemyType[i] = 2;
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								        else enemyType[i] = 3;
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						|
								
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								        // define enemy rail
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								        enemyRail[i] = GetRandomValue(0, 4);
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						|
								
							 | 
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								        // Make sure not two consecutive enemies in the same row
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								        if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
							 | 
						|
								        
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								        enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
							 | 
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								        enemyActive[i] = false;
							 | 
						|
								    }
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						|
								    
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								#if defined(PLATFORM_WEB)
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								    emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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								#else
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								    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
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								    //--------------------------------------------------------------------------------------
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								    // Main game loop
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						|
								    while (!WindowShouldClose())    // Detect window close button or ESC key
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						|
								    {
							 | 
						|
								        UpdateDrawFrame();
							 | 
						|
								    }
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								#endif
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							 | 
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								    // De-Initialization
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								    //--------------------------------------------------------------------------------------
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								    // Unload textures
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								    UnloadTexture(sky);
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								    UnloadTexture(mountains);
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								    UnloadTexture(sea);
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								    UnloadTexture(gframe);
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								    UnloadTexture(title);
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								    UnloadTexture(turtle);
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								    UnloadTexture(shark);
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								    UnloadTexture(orca);
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								    UnloadTexture(swhale);
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								    UnloadTexture(fish);
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								    UnloadTexture(gamera);
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								    // Unload font texture
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								    UnloadFont(font);
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								    // Unload sounds
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								    UnloadSound(eat);
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								    UnloadSound(die);
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								    UnloadSound(growl);
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								    UnloadMusicStream(music);   // Unload music
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								    CloseAudioDevice();         // Close audio device
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								    CloseWindow();              // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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								//----------------------------------------------------------------------------------
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								// Module Functions Definition
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								//----------------------------------------------------------------------------------
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								void UpdateDrawFrame(void)
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								{
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								    // Update
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								    //----------------------------------------------------------------------------------
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								    UpdateMusicStream(music);   // Refill music stream buffers (if required)
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								    framesCounter++;
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								    // Sea color tint effect
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								    blue = 210 + 25 * sinf(timeCounter);
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								    timeCounter += 0.01;
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								    // Game screens management
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								    switch (currentScreen)
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								    {
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								        case TITLE:
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								        {
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								            // Sea scrolling
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								            seaScrolling -= 2;
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								            if (seaScrolling <= -screenWidth) seaScrolling = 0; 
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								            // Press enter to change to gameplay screen
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								            if (IsKeyPressed(KEY_ENTER))
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								            {
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								                currentScreen = GAMEPLAY;
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								                framesCounter = 0;
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								            }
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								        } break;
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								        case GAMEPLAY:
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								        {
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								            // Background scrolling logic
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								            backScrolling--;
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								            if (backScrolling <= -screenWidth) backScrolling = 0; 
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								            // Sea scrolling logic
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								            seaScrolling -= (enemySpeed - 2);
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								            if (seaScrolling <= -screenWidth) seaScrolling = 0; 
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								            // Player movement logic
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								            if (IsKeyPressed(KEY_DOWN)) playerRail++;
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								            else if (IsKeyPressed(KEY_UP)) playerRail--;
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						|
								            
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								            // Check player not out of rails
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								            if (playerRail > 4) playerRail = 4;
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								            else if (playerRail < 0) playerRail = 0;
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								            // Update player bounds
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								            playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
							 | 
						|
								            
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								            // Enemies activation logic (every 40 frames)        
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								            if (framesCounter > 40)
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								            {
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								                for (int i = 0; i < MAX_ENEMIES; i++)
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						|
								                {
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								                    if (enemyActive[i] == false)
							 | 
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								                    {
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								                        enemyActive[i] = true;
							 | 
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								                        i = MAX_ENEMIES;
							 | 
						|
								                    }
							 | 
						|
								                }
							 | 
						|
								                
							 | 
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								                framesCounter = 0;
							 | 
						|
								            }
							 | 
						|
								            
							 | 
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								            // Enemies logic
							 | 
						|
								            for (int i = 0; i < MAX_ENEMIES; i++)
							 | 
						|
								            {
							 | 
						|
								                if (enemyActive[i])
							 | 
						|
								                {
							 | 
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								                    enemyBounds[i].x -= enemySpeed;
							 | 
						|
								                }
							 | 
						|
								                
							 | 
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								                // Check enemies out of screen
							 | 
						|
								                if (enemyBounds[i].x <= 0 - 128)
							 | 
						|
								                {
							 | 
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								                    enemyActive[i] = false;
							 | 
						|
								                    enemyType[i] = GetRandomValue(0, 3);
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								                    enemyRail[i] = GetRandomValue(0, 4);
							 | 
						|
								                    
							 | 
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								                    // Make sure not two consecutive enemies in the same row
							 | 
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								                    if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
							 | 
						|
								                    
							 | 
						|
								                    enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
							 | 
						|
								                }
							 | 
						|
								            }
							 | 
						|
								            
							 | 
						|
								            if (!gameraMode) enemySpeed += 0.005;
							 | 
						|
								            
							 | 
						|
								            // Check collision player vs enemies
							 | 
						|
								            for (int i = 0; i < MAX_ENEMIES; i++)
							 | 
						|
								            {
							 | 
						|
								                if (enemyActive[i])
							 | 
						|
								                {
							 | 
						|
								                    if (CheckCollisionRecs(playerBounds, enemyBounds[i]))
							 | 
						|
								                    {                       
							 | 
						|
								                        if (enemyType[i] < 3)   // Bad enemies
							 | 
						|
								                        {
							 | 
						|
								                            if (gameraMode)
							 | 
						|
								                            {
							 | 
						|
								                                if (enemyType[i] == 0) score += 50;
							 | 
						|
								                                else if (enemyType[i] == 1) score += 150;
							 | 
						|
								                                else if (enemyType[i] == 2) score += 300;
							 | 
						|
								                                
							 | 
						|
								                                foodBar += 15;
							 | 
						|
								                            
							 | 
						|
								                                enemyActive[i] = false;
							 | 
						|
								                                
							 | 
						|
								                                // After enemy deactivation, reset enemy parameters to be reused
							 | 
						|
								                                enemyType[i] = GetRandomValue(0, 3);
							 | 
						|
								                                enemyRail[i] = GetRandomValue(0, 4);
							 | 
						|
								                                
							 | 
						|
								                                // Make sure not two consecutive enemies in the same row
							 | 
						|
								                                if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
							 | 
						|
								                                
							 | 
						|
								                                enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
							 | 
						|
								                                
							 | 
						|
								                                PlaySound(eat);
							 | 
						|
								                            }
							 | 
						|
								                            else
							 | 
						|
								                            {
							 | 
						|
								                                // Player die logic
							 | 
						|
								                                PlaySound(die);
							 | 
						|
								                            
							 | 
						|
								                                currentScreen = ENDING;
							 | 
						|
								                                framesCounter = 0;
							 | 
						|
								                                
							 | 
						|
								                                // Save hiscore and hidistance for next game
							 | 
						|
								                                if (score > hiscore) hiscore = score;
							 | 
						|
								                                if (distance > hidistance) hidistance = distance;
							 | 
						|
								                            }
							 | 
						|
								                        }
							 | 
						|
								                        else    // Sweet fish
							 | 
						|
								                        {
							 | 
						|
								                            enemyActive[i] = false;
							 | 
						|
								                            enemyType[i] = GetRandomValue(0, 3);
							 | 
						|
								                            enemyRail[i] = GetRandomValue(0, 4);
							 | 
						|
								                            
							 | 
						|
								                            // Make sure not two consecutive enemies in the same row
							 | 
						|
								                            if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
							 | 
						|
								                            
							 | 
						|
								                            enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
							 | 
						|
								                            
							 | 
						|
								                            if (!gameraMode) foodBar += 80;
							 | 
						|
								                            else foodBar += 25;
							 | 
						|
								                            
							 | 
						|
								                            score += 10;
							 | 
						|
								                            
							 | 
						|
								                            if (foodBar == 400)
							 | 
						|
								                            {
							 | 
						|
								                                gameraMode = true;
							 | 
						|
								                                
							 | 
						|
								                                PlaySound(growl);
							 | 
						|
								                            }
							 | 
						|
								                            
							 | 
						|
								                            PlaySound(eat);
							 | 
						|
								                        }
							 | 
						|
								                    }
							 | 
						|
								                }
							 | 
						|
								            }
							 | 
						|
								            
							 | 
						|
								            // Gamera mode logic
							 | 
						|
								            if (gameraMode)
							 | 
						|
								            {
							 | 
						|
								                foodBar--;
							 | 
						|
								                
							 | 
						|
								                if (foodBar <= 0) 
							 | 
						|
								                {
							 | 
						|
								                    gameraMode = false;
							 | 
						|
								                    enemySpeed -= 2;
							 | 
						|
								                    if (enemySpeed < 10) enemySpeed = 10;
							 | 
						|
								                }
							 | 
						|
								            }
							 | 
						|
								    
							 | 
						|
								            // Update distance counter
							 | 
						|
								            distance += 0.5f;
							 | 
						|
								        
							 | 
						|
								        } break;
							 | 
						|
								        case ENDING:
							 | 
						|
								        {
							 | 
						|
								            // Press enter to play again
							 | 
						|
								            if (IsKeyPressed(KEY_ENTER))
							 | 
						|
								            {
							 | 
						|
								                currentScreen = GAMEPLAY;
							 | 
						|
								                
							 | 
						|
								                // Reset player
							 | 
						|
								                playerRail = 1;
							 | 
						|
								                playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
							 | 
						|
								                gameraMode = false;
							 | 
						|
								                
							 | 
						|
								                // Reset enemies data
							 | 
						|
								                for (int i = 0; i < MAX_ENEMIES; i++)
							 | 
						|
								                {
							 | 
						|
								                    int enemyProb = GetRandomValue(0, 100);
							 | 
						|
								                    
							 | 
						|
								                    if (enemyProb < 30) enemyType[i] = 0;
							 | 
						|
								                    else if (enemyProb < 60) enemyType[i] = 1;
							 | 
						|
								                    else if (enemyProb < 90) enemyType[i] = 2;
							 | 
						|
								                    else enemyType[i] = 3;
							 | 
						|
								                    
							 | 
						|
								                    //enemyType[i] = GetRandomValue(0, 3);
							 | 
						|
								                    enemyRail[i] = GetRandomValue(0, 4);
							 | 
						|
								
							 | 
						|
								                    // Make sure not two consecutive enemies in the same row
							 | 
						|
								                    if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
							 | 
						|
								                    
							 | 
						|
								                    enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
							 | 
						|
								                    enemyActive[i] = false;
							 | 
						|
								                }
							 | 
						|
								                
							 | 
						|
								                enemySpeed = 10;
							 | 
						|
								                
							 | 
						|
								                // Reset game variables
							 | 
						|
								                score = 0;
							 | 
						|
								                distance = 0.0;
							 | 
						|
								                foodBar = 0;
							 | 
						|
								                framesCounter = 0;
							 | 
						|
								            }
							 | 
						|
								  
							 | 
						|
								        } break;
							 | 
						|
								        default: break;
							 | 
						|
								    }
							 | 
						|
								    //----------------------------------------------------------------------------------
							 | 
						|
								    
							 | 
						|
								    // Draw
							 | 
						|
								    //----------------------------------------------------------------------------------
							 | 
						|
								    BeginDrawing();
							 | 
						|
								    
							 | 
						|
								        ClearBackground(RAYWHITE);
							 | 
						|
								        
							 | 
						|
								        // Draw background (common to all screens)
							 | 
						|
								        DrawTexture(sky, 0, 0, WHITE);
							 | 
						|
								        
							 | 
						|
								        DrawTexture(mountains, backScrolling, 0, WHITE);
							 | 
						|
								        DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE);
							 | 
						|
								        
							 | 
						|
								        if (!gameraMode)
							 | 
						|
								        {
							 | 
						|
								            DrawTexture(sea, seaScrolling, 0, (Color){ 16, 189, blue, 255});
							 | 
						|
								            DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 16, 189, blue, 255});
							 | 
						|
								        }
							 | 
						|
								        else
							 | 
						|
								        {
							 | 
						|
								            DrawTexture(sea, seaScrolling, 0, (Color){ 255, 113, 66, 255});
							 | 
						|
								            DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 255, 113, 66, 255});
							 | 
						|
								        }
							 | 
						|
								        
							 | 
						|
								        switch (currentScreen)
							 | 
						|
								        {
							 | 
						|
								            case TITLE:
							 | 
						|
								            {
							 | 
						|
								                // Draw title
							 | 
						|
								                DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
							 | 
						|
								                
							 | 
						|
								                // Draw blinking text
							 | 
						|
								                if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.baseSize, 1, WHITE);
							 | 
						|
								            
							 | 
						|
								            } break;
							 | 
						|
								            case GAMEPLAY:
							 | 
						|
								            {
							 | 
						|
								                // Draw water lines
							 | 
						|
								                for (int i = 0; i < 5; i++) DrawRectangle(0, i*120 + 120, screenWidth, 110, Fade(SKYBLUE, 0.1f));
							 | 
						|
								                
							 | 
						|
								                // Draw player
							 | 
						|
								                if (!gameraMode) DrawTexture(turtle, playerBounds.x - 14, playerBounds.y - 14, WHITE);
							 | 
						|
								                else DrawTexture(gamera, playerBounds.x - 64, playerBounds.y - 64, WHITE);
							 | 
						|
								                
							 | 
						|
								                // Draw player bounding box
							 | 
						|
								                //if (!gameraMode) DrawRectangleRec(playerBounds, Fade(GREEN, 0.4f));
							 | 
						|
								                //else DrawRectangleRec(playerBounds, Fade(ORANGE, 0.4f));
							 | 
						|
								                
							 | 
						|
								                // Draw enemies
							 | 
						|
								                for (int i = 0; i < MAX_ENEMIES; i++)
							 | 
						|
								                {
							 | 
						|
								                    if (enemyActive[i]) 
							 | 
						|
								                    {
							 | 
						|
								                        // Draw enemies
							 | 
						|
								                        switch(enemyType[i])
							 | 
						|
								                        {
							 | 
						|
								                            case 0: DrawTexture(shark, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
							 | 
						|
								                            case 1: DrawTexture(orca, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
							 | 
						|
								                            case 2: DrawTexture(swhale, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
							 | 
						|
								                            case 3: DrawTexture(fish, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
							 | 
						|
								                            default: break;
							 | 
						|
								                        }
							 | 
						|
								                        
							 | 
						|
								                        // Draw enemies bounding boxes
							 | 
						|
								                        /*
							 | 
						|
								                        switch(enemyType[i])
							 | 
						|
								                        {
							 | 
						|
								                            case 0: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
							 | 
						|
								                            case 1: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
							 | 
						|
								                            case 2: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
							 | 
						|
								                            case 3: DrawRectangleRec(enemyBounds[i], Fade(GREEN, 0.5f)); break;
							 | 
						|
								                            default: break;
							 | 
						|
								                        }
							 | 
						|
								                        */
							 | 
						|
								                    }
							 | 
						|
								                }
							 | 
						|
								                
							 | 
						|
								                // Draw gameplay interface
							 | 
						|
								                DrawRectangle(20, 20, 400, 40, Fade(GRAY, 0.4f));
							 | 
						|
								                DrawRectangle(20, 20, foodBar, 40, ORANGE);
							 | 
						|
								                DrawRectangleLines(20, 20, 400, 40, BLACK);
							 | 
						|
								                
							 | 
						|
								                DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.baseSize, -2, ORANGE);
							 | 
						|
								                DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.baseSize, -2, ORANGE);
							 | 
						|
								                
							 | 
						|
								                if (gameraMode)
							 | 
						|
								                {
							 | 
						|
								                    DrawText("GAMERA MODE", 60, 22, 40, GRAY);
							 | 
						|
								                    DrawTexture(gframe, 0, 0, Fade(WHITE, 0.5f));
							 | 
						|
								                }
							 | 
						|
								        
							 | 
						|
								            } break;
							 | 
						|
								            case ENDING:
							 | 
						|
								            {
							 | 
						|
								                // Draw a transparent black rectangle that covers all screen
							 | 
						|
								                DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
							 | 
						|
								            
							 | 
						|
								                DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, font.baseSize*3, -2, MAROON);
							 | 
						|
								                
							 | 
						|
								                DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.baseSize, -2, GOLD);
							 | 
						|
								                DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.baseSize, -2, GOLD);
							 | 
						|
								                DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.baseSize, -2, ORANGE);
							 | 
						|
								                DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.baseSize, -2, ORANGE);
							 | 
						|
								                
							 | 
						|
								                // Draw blinking text
							 | 
						|
								                if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.baseSize, -2, LIGHTGRAY);
							 | 
						|
								                
							 | 
						|
								            } break;
							 | 
						|
								            default: break;
							 | 
						|
								        }
							 | 
						|
								
							 | 
						|
								    EndDrawing();
							 | 
						|
								    //----------------------------------------------------------------------------------
							 | 
						|
								}
							 |