/**********************************************************************************************
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								*
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								*   raylib - Standard Game template
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								*
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								*   Level05 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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								#define NUM_CIRCLES 10
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								//----------------------------------------------------------------------------------
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								// Global Variables Definition (local to this module)
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								//----------------------------------------------------------------------------------
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								// Level05 screen global variables
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								static int framesCounter;
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								static int finishScreen;
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								static Vector2 circleCenter;
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								static float circleRadius[NUM_CIRCLES];
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								static bool circleLocked[NUM_CIRCLES];
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								static Color circleColor[NUM_CIRCLES];
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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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								// Level05 Screen Functions Definition
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								//----------------------------------------------------------------------------------
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								static bool CheckColor(Color col1, Color col2);
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								// Level05 Screen Initialization logic
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								void InitLevel05Screen(void)
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								{
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								    // Initialize Level05 screen variables here!
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								    framesCounter = 0;
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								    finishScreen = 0;
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								    circleCenter = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
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								    for (int i = 0; i < NUM_CIRCLES; i++)
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								    {
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								        circleRadius[i] = 760/NUM_CIRCLES*(NUM_CIRCLES - i);
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								        circleLocked[i] = false;
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								    }
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								    // That's a dirty hack to give sonme coherence to this puzzle...
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								    circleColor[9] = GRAY;
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								    circleColor[8] = RAYWHITE;
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								    circleColor[7] = RAYWHITE;
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								    circleColor[6] = GRAY;
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								    circleColor[5] = RAYWHITE;
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								    circleColor[4] = GRAY;
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								    circleColor[3] = GRAY;
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								    circleColor[2] = GRAY;
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								    circleColor[1] = RAYWHITE;
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								    circleColor[0] = GRAY;
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								}
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								// Level05 Screen Update logic
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								void UpdateLevel05Screen(void)
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								{
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								    // Update Level05 screen variables here!
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								    framesCounter++;
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								    if (!done)
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								    {
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								        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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								        {
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								            for (int i = NUM_CIRCLES - 1; i >= 0; i--)
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								            {
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								                if (CheckCollisionPointCircle(GetMousePosition(), circleCenter, circleRadius[i]))
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								                {
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								                    if (i == 0)
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								                    {
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								                        if (CheckColor(circleColor[8], GRAY)) circleColor[8] = RAYWHITE;
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								                        else circleColor[8] = GRAY;
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								                    }
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								                    else if (i == 2)
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								                    {
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								                        if (CheckColor(circleColor[5], GRAY)) circleColor[5] = RAYWHITE;
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								                        else circleColor[5] = GRAY;
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								                    }
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								                    else if (i == 3)
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								                    {
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								                        if (CheckColor(circleColor[6], GRAY)) circleColor[6] = RAYWHITE;
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								                        else circleColor[6] = GRAY;
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								                    }
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								                    else
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								                    {
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								                        if (CheckColor(circleColor[i], GRAY)) circleColor[i] = RAYWHITE;
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								                        else circleColor[i] = GRAY;
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								                    }
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								                    return;
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								                }
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								            }
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								        }
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								        // Check all cicles done
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								        for (int i = 0; i < NUM_CIRCLES; i++)
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								        {
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								            done = true;
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								            if (CheckColor(circleColor[i], RAYWHITE))
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								            {
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								                done = false;
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								                return;
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								            }
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								            //if (done) 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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								// Level05 Screen Draw logic
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								void DrawLevel05Screen(void)
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								{
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								    // Draw Level05 screen
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								    for (int i = 0; i < NUM_CIRCLES; i++)
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								    {
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								        DrawPoly(circleCenter, 64, circleRadius[i], 0.0f, circleColor[i]);
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								    }
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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 05", GetScreenWidth()/2 - MeasureText("LEVEL 05", 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 05", GetScreenWidth()/2 - MeasureText("LEVEL 05", 30)/2, 20, 30, LIGHTGRAY);
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								}
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								// Level05 Screen Unload logic
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								void UnloadLevel05Screen(void)
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								{
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								    // TODO: Unload Level05 screen variables here!
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								}
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								// Level05 Screen should finish?
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								int FinishLevel05Screen(void)
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								{
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								    return finishScreen;
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								}
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								static bool CheckColor(Color col1, Color col2)
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								{
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								    return ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a));
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								}
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