/*******************************************************************************************
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								*
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								*   GLOBAL GAME JAM 2016 - LIGHT MY RITUAL!
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								*
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								*   Preparing a ritual session is not that easy. 
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								*   You must light all the candles before the astral alignment finishes... 
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								*   but dark creatures move in the shadows to put out all your lights! 
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								*   Be fast! Be smart! Light my ritual!
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								*
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								*   This game has been created using raylib (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) 2015 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include "screens/screens.h"    // NOTE: Defines global variable: currentScreen
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								#include <stdlib.h>
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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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								//----------------------------------------------------------------------------------
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								// Global Variables Definition (local to this module)
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								//----------------------------------------------------------------------------------
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								const int screenWidth = 1280;
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								const int screenHeight = 720;
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								// Required variables to manage screen transitions (fade-in, fade-out)
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								float transAlpha = 0;
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								bool onTransition = false;
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								bool transFadeOut = false;
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								int transFromScreen = -1;
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								int transToScreen = -1;
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								static Music music;
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								//----------------------------------------------------------------------------------
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								// Local Functions Declaration
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								//----------------------------------------------------------------------------------
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								void TransitionToScreen(int screen);
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								void ChangeToScreen(int screen);    // No transition effect
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								void UpdateTransition(void);
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								void DrawTransition(void);
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								void UpdateDrawFrame(void);         // Update and Draw one frame
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								//----------------------------------------------------------------------------------
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								// Main entry point
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								//----------------------------------------------------------------------------------
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								int main(void)
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								{
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									// Initialization (Note windowTitle is unused on Android)
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									//---------------------------------------------------------
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								    InitWindow(screenWidth, screenHeight, "GGJ16 - LIGHT MY RITUAL!");
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								    // Global data loading (assets that must be available in all screens, i.e. fonts)
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								    InitAudioDevice();
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								    Image image = LoadImage("resources/lights_map.png");  // Load image in CPU memory (RAM)
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								    lightsMap = GetImageData(image);            // Get image pixels data as an array of Color
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								    lightsMapWidth = image.width;
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								    lightsMapHeight = image.height;
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								    UnloadImage(image);                         // Unload image from CPU memory (RAM)
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								    font = LoadSpriteFont("resources/font_arcadian.png");
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									//doors = LoadTexture("resources/textures/doors.png");
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								    //sndDoor = LoadSound("resources/audio/door.ogg");
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								    music = LoadMusicStream("resources/audio/ambient.ogg");
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								    PlayMusicStream(music);
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								    SetMusicVolume(music, 1.0f);
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								    // Setup and Init first screen
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								    currentScreen = LOGO_RL;
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								    //InitTitleScreen();
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								    //InitGameplayScreen();
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								    rlInitLogoScreen();
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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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								    {
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								        UpdateDrawFrame();
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								    }
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								#endif
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								    // De-Initialization
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								    //--------------------------------------------------------------------------------------
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								    switch (currentScreen)
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								    {
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								        case LOGO_RL: rlUnloadLogoScreen(); break;
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								        case TITLE: UnloadTitleScreen(); break;
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								        case GAMEPLAY: UnloadGameplayScreen(); break;
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								        default: break;
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								    }
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								    // Unload all global loaded data (i.e. fonts) here!
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								    UnloadSpriteFont(font);
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								    //UnloadSound(sndDoor);
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								    UnloadMusicStream(music);
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								    free(lightsMap);
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								    CloseAudioDevice();
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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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								void TransitionToScreen(int screen)
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								{
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								    onTransition = true;
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								    transFromScreen = currentScreen;
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								    transToScreen = screen;
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								}
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								void ChangeToScreen(int screen)
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								{
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								    switch (currentScreen)
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								    {
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								        case LOGO_RL: rlUnloadLogoScreen(); break;
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								        case TITLE: UnloadTitleScreen(); break;
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								        case GAMEPLAY: UnloadGameplayScreen(); break;
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								        default: break;
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								    }
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								    switch (screen)
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								    {
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								        case LOGO_RL: rlInitLogoScreen(); break;
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								        case TITLE: InitTitleScreen(); break;
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								        case GAMEPLAY: InitGameplayScreen(); break;
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								        default: break;
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								    }
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								    currentScreen = screen;
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								}
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								void UpdateTransition(void)
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								{
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								    if (!transFadeOut)
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								    {
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								        transAlpha += 0.05f;
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								        if (transAlpha >= 1.0)
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								        {
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								            transAlpha = 1.0;
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								            switch (transFromScreen)
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								            {
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								                case LOGO_RL: rlUnloadLogoScreen(); break;
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								                case TITLE: UnloadTitleScreen(); break;
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								                case GAMEPLAY: UnloadGameplayScreen(); break;
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								                default: break;
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								            }
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								            switch (transToScreen)
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								            {
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								                case LOGO_RL:
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								                {
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								                    rlInitLogoScreen();
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								                    currentScreen = LOGO_RL;
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								                } break;
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								                case TITLE: 
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								                {
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								                    InitTitleScreen();
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								                    currentScreen = TITLE;                  
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								                } break;
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								                case GAMEPLAY:
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								                {
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								                    InitGameplayScreen(); 
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								                    currentScreen = GAMEPLAY;
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								                } break;
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								                default: break;
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								            }
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								            transFadeOut = true;
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								        }
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								    }
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								    else  // Transition fade out logic
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								    {
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								        transAlpha -= 0.05f;
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								        if (transAlpha <= 0)
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								        {
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								            transAlpha = 0;
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								            transFadeOut = false;
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								            onTransition = false;
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								            transFromScreen = -1;
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								            transToScreen = -1;
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								        }
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								    }
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								}
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								void DrawTransition(void)
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								{
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								    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
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								}
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								// Update and draw game frame
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								void UpdateDrawFrame(void)
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								{
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								    // Update
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								    //----------------------------------------------------------------------------------
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								    if (!onTransition)
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								    {
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								        switch(currentScreen) 
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								        {
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								            case LOGO_RL: 
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								            {
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								                rlUpdateLogoScreen();
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								                if (rlFinishLogoScreen()) TransitionToScreen(TITLE);
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								            } break;
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								            case TITLE: 
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								            {
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								                UpdateTitleScreen();
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								                if (FinishTitleScreen() == 1)
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								                {
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								                    StopMusicStream(music);
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								                    TransitionToScreen(GAMEPLAY);
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								                }
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								            } break;
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								            case GAMEPLAY:
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								            { 
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								                UpdateGameplayScreen();
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								                if (FinishGameplayScreen() == 1) ChangeToScreen(LOGO_RL);
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								                else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);
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								            } break;
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								            default: break;
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								        }
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								    }
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								    else
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								    {
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								        // Update transition (fade-in, fade-out)
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								        UpdateTransition();
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								    }
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								    if (currentScreen != GAMEPLAY) UpdateMusicStream(music);
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								    //----------------------------------------------------------------------------------
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								    // Draw
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								    //----------------------------------------------------------------------------------
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								    BeginDrawing();
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								        ClearBackground(RAYWHITE);
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								        switch(currentScreen) 
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								        {
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								            case LOGO_RL: rlDrawLogoScreen(); break;
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								            case TITLE: DrawTitleScreen(); break;
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								            case GAMEPLAY: DrawGameplayScreen(); break;
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								            default: break;
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								        }
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								        if (onTransition) DrawTransition();
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								        //DrawFPS(10, 10);
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								    EndDrawing();
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								    //----------------------------------------------------------------------------------
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								}
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