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								/**********************************************************************************************
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								*
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								*   raylib - Standard Game template
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								*
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								*   Level10 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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								//----------------------------------------------------------------------------------
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								// Global Variables Definition (local to this module)
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								//----------------------------------------------------------------------------------
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								// Level10 screen global variables
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								static int framesCounter;
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								static int finishScreen;
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								static Rectangle leftColumnRec, middleColumnRec, rightColumnRec;
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								static Rectangle movingBox;
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								static int moveSpeed = 4;
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								static bool leftColumnActive, middleColumnActive, rightColumnActive;
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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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								// Level10 Screen Functions Definition
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								//----------------------------------------------------------------------------------
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								// Level10 Screen Initialization logic
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								void InitLevel10Screen(void)
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								{
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								    // TODO: Initialize Level10 screen variables here!
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								    framesCounter = 0;
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								    finishScreen = 0;
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								    movingBox = (Rectangle){ 20, GetScreenHeight()/2 - 20, 40, 40 };
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								    leftColumnRec = (Rectangle){ 240, 0, 100, GetScreenHeight() };
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								    middleColumnRec = (Rectangle){ GetScreenWidth()/2 - 50, 0, 100, GetScreenHeight() };
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								    rightColumnRec = (Rectangle){ 920, 0, 100, GetScreenHeight() };
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								    leftColumnActive = true;
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								    middleColumnActive = false;
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								    rightColumnActive = true;
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								}
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								// Level10 Screen Update logic
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								void UpdateLevel10Screen(void)
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								{
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								    // Update Level10 screen variables here!
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								    framesCounter++;
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								    if (!done)
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								    {
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								        movingBox.x += moveSpeed;
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								        if (movingBox.x <= 0) moveSpeed *= -1;
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								        if ((leftColumnActive && (CheckCollisionRecs(leftColumnRec, movingBox))) ||
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								            (middleColumnActive && (CheckCollisionRecs(middleColumnRec, movingBox))) ||
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								            (rightColumnActive && (CheckCollisionRecs(rightColumnRec, movingBox)))) moveSpeed *= -1;
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								        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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								        {
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								            if (CheckCollisionPointRec(GetMousePosition(), leftColumnRec))
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								            {
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								                middleColumnActive = false;
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								                rightColumnActive = true;
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								            }
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								            else if (CheckCollisionPointRec(GetMousePosition(), middleColumnRec))
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								            {
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								                rightColumnActive = false;
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								                leftColumnActive = true;
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								            }
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								            else if (CheckCollisionPointRec(GetMousePosition(), rightColumnRec))
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								            {
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								                leftColumnActive = false;
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								                middleColumnActive = true;
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								            }
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								        }
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								    }
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								    if (movingBox.x >= 1100) done = true;
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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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								// Level10 Screen Draw logic
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								void DrawLevel10Screen(void)
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								{
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								    // Draw Level10 screen
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								    DrawRectangle(1100, GetScreenHeight()/2 - 20, 40, 40, GRAY);
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								    DrawRectangleRec(movingBox, LIGHTGRAY);
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								    if (leftColumnActive) DrawRectangleRec(leftColumnRec, GRAY);
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								    if (middleColumnActive) DrawRectangleRec(middleColumnRec, GRAY);
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								    if (rightColumnActive) DrawRectangleRec(rightColumnRec, GRAY);
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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 08", GetScreenWidth()/2 - MeasureText("LEVEL 08", 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 08", GetScreenWidth()/2 - MeasureText("LEVEL 08", 30)/2, 20, 30, LIGHTGRAY);
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								}
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								// Level10 Screen Unload logic
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								void UnloadLevel10Screen(void)
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								{
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								    // TODO: Unload Level10 screen variables here!
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								}
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								// Level10 Screen should finish?
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								int FinishLevel10Screen(void)
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								{
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								    return finishScreen;
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								}
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