/**********************************************************************************************
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								*
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								*   raylib - Standard Game template
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								*
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								*   Level04 Screen Functions Definitions (Init, Update, Draw, Unload)
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								*
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								*   Copyright (c) 2014 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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								// Level04 screen global variables
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								static int framesCounter;
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								static int finishScreen;
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								static Vector2 circlesCenter;
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								static float innerCircleRadius = 40;
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								static float outerCircleRadius = 300;
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								static bool done = false;
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								static int levelTimeSec = 0;
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								static bool levelFinished = false;
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								//----------------------------------------------------------------------------------
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								// Level04 Screen Functions Definition
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								//----------------------------------------------------------------------------------
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								// Level04 Screen Initialization logic
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								void InitLevel04Screen(void)
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								{
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								    // Initialize Level04 screen variables here!
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								    framesCounter = 0;
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								    finishScreen = 0;
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								    circlesCenter = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
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								}
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								// Level04 Screen Update logic
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								void UpdateLevel04Screen(void)
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								{
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								    // Update Level04 screen variables here!
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								    framesCounter++;
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								    if (!done)
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								    {
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								        if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) 
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								        {
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								            if (CheckCollisionPointCircle(GetMousePosition(), circlesCenter, innerCircleRadius))
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								            {
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								                innerCircleRadius += 2;
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								            }
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								            else if (CheckCollisionPointCircle(GetMousePosition(), circlesCenter, outerCircleRadius))
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								            {
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								                outerCircleRadius += 2;
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								            }
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								            else
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								            {
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								                outerCircleRadius -= 2;
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								                if (outerCircleRadius <= 260) outerCircleRadius = 260;  
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								            }
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								        }
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								        else
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								        {
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								            if (!done)
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								            {
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								                innerCircleRadius -= 2;
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								                if (outerCircleRadius > 300) outerCircleRadius -= 2;
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								            }
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								        }
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								        if (innerCircleRadius >= 270) innerCircleRadius = 270;
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								        else if (innerCircleRadius <= 40) innerCircleRadius = 40;
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								        if (outerCircleRadius >= 600) outerCircleRadius = 600;
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								        if (innerCircleRadius >= outerCircleRadius)
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								        {
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								            done = true;
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								            PlaySound(levelWin);
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								        }
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								    }
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								    if (done && !levelFinished)
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								    {
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								        levelTimeSec = framesCounter/60;
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								        levelFinished = true;
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								        framesCounter = 0;
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								    }
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								    if (levelFinished)
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								    {
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								        framesCounter++;
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								        if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
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								    }
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								}
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								// Level04 Screen Draw logic
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								void DrawLevel04Screen(void)
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								{
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								    // Draw Level04 screen here!
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								    //DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GRAY);
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								    DrawCircleV(circlesCenter, outerCircleRadius, GRAY);
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								    DrawCircleV(circlesCenter, innerCircleRadius, RAYWHITE);
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								    if (levelFinished)
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								    {
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								        DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
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								        DrawText("LEVEL 04", GetScreenWidth()/2 - MeasureText("LEVEL 04", 30)/2, 20, 30, GRAY);
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								        DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
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								    }
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								    else DrawText("LEVEL 04", GetScreenWidth()/2 - MeasureText("LEVEL 04", 30)/2, 20, 30, LIGHTGRAY);
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								}
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								// Level04 Screen Unload logic
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								void UnloadLevel04Screen(void)
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								{
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								    // TODO: Unload Level04 screen variables here!
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								}
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								// Level04 Screen should finish?
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								int FinishLevel04Screen(void)
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								{
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								    return finishScreen;
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								}
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