/**********************************************************************************************
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								*
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								*   raylib - Advance Game template
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								*
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								*   Title Screen Functions Definitions (Init, Update, Draw, Unload)
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								*
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								*   Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
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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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								//----------------------------------------------------------------------------------
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								// Global Variables Definition (local to this module)
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								//----------------------------------------------------------------------------------
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								// Title screen global variables
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								static int framesCounter;
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								static int finishScreen;
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								static int state;
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								static int scrollPositionX;
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								static int catPosX;
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								static int roombaPosX;
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								static float vsAlpha;
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								static float vsScale;
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								static Texture2D cat;
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								static Texture2D vs;
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								static Texture2D roomba;
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								//----------------------------------------------------------------------------------
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								// Title Screen Functions Definition
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								//----------------------------------------------------------------------------------
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								// Title Screen Initialization logic
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								void InitTitleScreen(void)
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								{
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								    // TODO: Initialize TITLE screen variables here!
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								    framesCounter = 0;
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								    finishScreen = 0;
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								    cat = LoadTexture("resources/title_cat.png");
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								    vs = LoadTexture("resources/title_vs.png");
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								    roomba = LoadTexture("resources/title_roomba.png");
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								    state = 0;
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								    catPosX = 1760;
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								    roombaPosX = -700;
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								    scrollPositionX = 0;
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								    vsAlpha = 0.0f;
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								    vsScale = 10.0f;
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								    PlayMusicStream(music);
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								}
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								// Title Screen Update logic
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								void UpdateTitleScreen(void)
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								{
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								    scrollPositionX -= 5;
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								    if (scrollPositionX < -GetScreenWidth()) scrollPositionX = 0;
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								    if (state == 0)
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								    {
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								        catPosX -= 4;
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								        roombaPosX += 3;
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								        if (catPosX < (GetScreenWidth()/2 - cat.width/2)) catPosX = (GetScreenWidth()/2 - cat.width/2);
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								        if (roombaPosX > (GetScreenWidth()/2 - roomba.width/2)) roombaPosX = (GetScreenWidth()/2 - roomba.width/2);
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								        if ((catPosX == (GetScreenWidth()/2 - cat.width/2)) && (roombaPosX == (GetScreenWidth()/2 - roomba.width/2))) 
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								        {
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								            state = 1;
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								            framesCounter = 0;
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								        }
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								    }
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								    else if (state == 1)
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								    {
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								        framesCounter++;
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								        vsScale -= 0.1f;
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								        vsAlpha += 0.01f;
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								        if (vsScale < 1.0f) vsScale = 1.0f;
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								        if (vsAlpha > 1.0f) vsAlpha = 1.0f;
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								        if (framesCounter > 160)
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								        {
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								            state = 2;
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								            framesCounter = 0;
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								        }
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								    }
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								    else if (state == 2) framesCounter++;
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								    // Press enter or tap to change to GAMEPLAY screen
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								    if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
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								    {
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								        //finishScreen = 1;   // OPTIONS
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								        finishScreen = 2;   // GAMEPLAY
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								        PlaySound(fxCoin);
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								    }
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								}
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								// Title Screen Draw logic
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								void DrawTitleScreen(void)
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								{
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								    for (int i = 0; i < 64*2*2; i++)
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								    {
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								        DrawRectangle(64*i + scrollPositionX, 0, 64, GetScreenHeight(), (i%2 == 0)? GetColor(0xf3726dff) : GetColor(0xffcf6bff));
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								    }
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								    DrawTexture(cat, catPosX, 80, WHITE);
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								    DrawTexture(roomba, roombaPosX, 320, WHITE);
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								    if (state > 0)
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								    {
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								        DrawTexturePro(vs, (Rectangle){ 0, 0, vs.width, vs.height }, (Rectangle){ GetScreenWidth()/2, 300, vs.width*vsScale, vs.height*vsScale }, (Vector2){ vs.width/2*vsScale, vs.height/2*vsScale }, 0.0f, Fade(WHITE, vsAlpha));
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								    }
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								    if ((state == 2) && ((framesCounter/30)%2)) DrawTextEx(font2, "PRESS ENTER to START", (Vector2){ 340, 550 }, font2.baseSize, 2, WHITE);
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								}
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								// Title Screen Unload logic
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								void UnloadTitleScreen(void)
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								{
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								    UnloadTexture(cat);
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								    UnloadTexture(vs);
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								    UnloadTexture(roomba);
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								}
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								// Title Screen should finish?
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								int FinishTitleScreen(void)
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								{
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								    return finishScreen;
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								}
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