/*******************************************************************************************
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								*
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								*   raylib - transmission mission
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								*
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								*   Code and transmit the right message
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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) 2014-2018 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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								#include <stdio.h>
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								#if defined(PLATFORM_ANDROID)
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								    #include "android_native_app_glue.h"
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								#endif
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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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								static float transAlpha = 0.0f;
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								static bool onTransition = false;
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								static bool transFadeOut = false;
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								static int transFromScreen = -1;
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								static int transToScreen = -1;
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								// NOTE: Some global variables that require to be visible for all screens,
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								// are defined in screens.h (i.e. currentScreen)
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								//----------------------------------------------------------------------------------
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								// Local Functions Declaration
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								//----------------------------------------------------------------------------------
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								static void ChangeToScreen(int screen);     // No transition effect
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								static void TransitionToScreen(int screen);
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								static void UpdateTransition(void);
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								static void DrawTransition(void);
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								static void UpdateDrawFrame(void);          // Update and Draw one frame
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							 | 
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								//----------------------------------------------------------------------------------
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								// Main entry point
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								//----------------------------------------------------------------------------------
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								#if defined(PLATFORM_ANDROID)
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								void android_main(struct android_app *app) 
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								#else
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								int main(void)
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								#endif
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						|
								{
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								    // Initialization
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								    //---------------------------------------------------------
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								#if defined(PLATFORM_ANDROID)
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								    InitWindow(screenWidth, screenHeight, app);
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								#else
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								    SetConfigFlags(FLAG_SHOW_LOGO); // | FLAG_FULLSCREEN_MODE);
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								    InitWindow(screenWidth, screenHeight, "raylib game - transmission mission");
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								#endif
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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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								    music = LoadMusicStream("resources/audio/music_title.ogg");
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								    fxButton = LoadSound("resources/audio/fx_newspaper.ogg");
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								    SetMusicVolume(music, 1.0f);
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								    PlayMusicStream(music);
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								    fontMission = LoadSpriteFontEx("resources/fonts/traveling_typewriter.ttf", 64, 250, 0);
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								    texButton = LoadTexture("resources/textures/title_ribbon.png");
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									// UI BUTTON
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								    recButton.width = texButton.width;
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								    recButton.height = texButton.height;
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								    recButton.x = screenWidth - recButton.width;
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								    recButton.y = screenHeight - recButton.height - 50;
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								    fadeButton = 0.8f;
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								    colorButton = RED;
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								    textPositionButton = (Vector2){recButton.x + recButton.width/2, recButton.y + recButton.height/2};
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								    fontSizeButton = 30;
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								    textColorButton = WHITE;
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								    currentMission = 0;
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								    totalMissions = 4;
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								    // Setup and Init first screen
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								    currentScreen = LOGO;
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								    InitLogoScreen();
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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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								    // Unload current screen data before closing
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								    switch (currentScreen)
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								    {
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								        case LOGO: UnloadLogoScreen(); break;
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								        case TITLE: UnloadTitleScreen(); break;
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								        case MISSION: UnloadMissionScreen(); break;
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								        case GAMEPLAY: UnloadGameplayScreen(); break;
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								        case ENDING: UnloadEndingScreen(); break;
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						|
								        default: break;
							 | 
						|
								    }
							 | 
						|
								    
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								    // Unload all global loaded data (i.e. fonts) here!
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								    UnloadMusicStream(music);
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								    UnloadSound(fxButton);
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								    UnloadSpriteFont(fontMission);
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								    UnloadTexture(texButton);
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						|
									
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								    CloseAudioDevice();     // Close audio context
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						|
								    
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								    CloseWindow();          // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								#if !defined(PLATFORM_ANDROID)
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								    return 0;
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								#endif
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								}
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								//----------------------------------------------------------------------------------
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								// Module specific Functions Definition
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								//----------------------------------------------------------------------------------
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								// Change to next screen, no transition
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								static void ChangeToScreen(int screen)
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								{
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								    // Unload current screen
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								    switch (currentScreen)
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								    {
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								        case LOGO: UnloadLogoScreen(); break;
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								        case TITLE: UnloadTitleScreen(); break;
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								        case MISSION: UnloadMissionScreen(); break;
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								        case GAMEPLAY: UnloadGameplayScreen(); break;
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								        case ENDING: UnloadEndingScreen(); break;
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								        default: break;
							 | 
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								    }
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								    // Init next screen
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								    switch (screen)
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								    {
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								        case LOGO: InitLogoScreen(); break;
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								        case TITLE: InitTitleScreen(); break;
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								        case MISSION: InitMissionScreen(); break;
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								        case GAMEPLAY: InitGameplayScreen(); break;
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								        case ENDING: InitEndingScreen(); 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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								// Define transition to next screen
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								static void TransitionToScreen(int screen)
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								{
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								    onTransition = true;
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								    transFadeOut = false;
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								    transFromScreen = currentScreen;
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								    transToScreen = screen;
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								    transAlpha = 0.0f;
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								}
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								// Update transition effect
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								static void UpdateTransition(void)
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								{
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								    if (!transFadeOut)
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								    {
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								        transAlpha += 0.02f;
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								        // NOTE: Due to float internal representation, condition jumps on 1.0f instead of 1.05f
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								        // For that reason we compare against 1.01f, to avoid last frame loading stop
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								        if (transAlpha > 1.01f)
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								        {
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								            transAlpha = 1.0f;
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								            // Unload current screen
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								            switch (transFromScreen)
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								            {
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								                case LOGO: UnloadLogoScreen(); break;
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								                case TITLE: UnloadTitleScreen(); break;
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								                case MISSION: UnloadMissionScreen(); break;
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								                case GAMEPLAY: UnloadGameplayScreen(); break;
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								                case ENDING: UnloadEndingScreen(); break;
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								                default: break;
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								            }
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								            // Load next screen
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								            switch (transToScreen)
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								            {
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								                case LOGO: InitLogoScreen(); break;
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								                case TITLE: InitTitleScreen(); break;
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								                case MISSION: InitMissionScreen(); break;
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								                case GAMEPLAY: InitGameplayScreen(); break;
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								                case ENDING: InitEndingScreen(); break;
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								                default: break;
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								            }
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								            currentScreen = transToScreen;
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								            // Activate fade out effect to next loaded screen
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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 -= 0.02f;
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								        if (transAlpha < -0.01f)
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								        {
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								            transAlpha = 0.0f;
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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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								// Draw transition effect (full-screen rectangle)
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								static 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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							 | 
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								// Update and draw game frame
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								static void UpdateDrawFrame(void)
							 | 
						|
								{
							 | 
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								    // Update
							 | 
						|
								    //----------------------------------------------------------------------------------
							 | 
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								    UpdateMusicStream(music);       // NOTE: Music keeps playing between screens
							 | 
						|
								    
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								    if (!onTransition)
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								    {
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								        switch(currentScreen) 
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								        {
							 | 
						|
								            case LOGO: 
							 | 
						|
								            {
							 | 
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								                UpdateLogoScreen();
							 | 
						|
								                
							 | 
						|
								                if (FinishLogoScreen()) TransitionToScreen(TITLE);
							 | 
						|
								
							 | 
						|
								            } break;
							 | 
						|
								            case TITLE: 
							 | 
						|
								            {
							 | 
						|
								                UpdateTitleScreen();
							 | 
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							 | 
						|
								                if (FinishTitleScreen()) 
							 | 
						|
								                {
							 | 
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								                    StopMusicStream(music);
							 | 
						|
								                    TransitionToScreen(MISSION);
							 | 
						|
								                }
							 | 
						|
								
							 | 
						|
								            } break;
							 | 
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								            case MISSION:
							 | 
						|
								            {
							 | 
						|
								                UpdateMissionScreen();
							 | 
						|
								                    
							 | 
						|
								                if (FinishMissionScreen())
							 | 
						|
								                {
							 | 
						|
								                    StopMusicStream(music);
							 | 
						|
								                    TransitionToScreen(GAMEPLAY);
							 | 
						|
								                }
							 | 
						|
								
							 | 
						|
								            } break;
							 | 
						|
								            case GAMEPLAY:
							 | 
						|
								            {
							 | 
						|
								                UpdateGameplayScreen();
							 | 
						|
								                
							 | 
						|
								                if (FinishGameplayScreen() == 1) TransitionToScreen(ENDING);
							 | 
						|
								                //else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);
							 | 
						|
								
							 | 
						|
								            } break;
							 | 
						|
								            case ENDING:
							 | 
						|
								            { 
							 | 
						|
								                UpdateEndingScreen();
							 | 
						|
								                
							 | 
						|
								                if (FinishEndingScreen() == 1)          // Continue to next mission
							 | 
						|
								                {
							 | 
						|
								                    TransitionToScreen(MISSION);
							 | 
						|
								                }
							 | 
						|
								                else if (FinishEndingScreen() == 2)     // Replay current mission
							 | 
						|
								                {
							 | 
						|
								                    PlayMusicStream(music);
							 | 
						|
								                    TransitionToScreen(TITLE);
							 | 
						|
								                }
							 | 
						|
								
							 | 
						|
								            } break;
							 | 
						|
								            default: break;
							 | 
						|
								        }
							 | 
						|
								    }
							 | 
						|
								    else UpdateTransition();    // Update transition (fade-in, fade-out)
							 | 
						|
								    //----------------------------------------------------------------------------------
							 | 
						|
								    
							 | 
						|
								    // Draw
							 | 
						|
								    //----------------------------------------------------------------------------------
							 | 
						|
								    BeginDrawing();
							 | 
						|
								        
							 | 
						|
								        ClearBackground(RAYWHITE);
							 | 
						|
								            
							 | 
						|
								        switch(currentScreen) 
							 | 
						|
								        {
							 | 
						|
								            case LOGO: DrawLogoScreen(); break;
							 | 
						|
								            case TITLE: DrawTitleScreen(); break;
							 | 
						|
								            case MISSION: DrawMissionScreen(); break;
							 | 
						|
								            case GAMEPLAY: DrawGameplayScreen(); break;
							 | 
						|
								            case ENDING: DrawEndingScreen(); break;
							 | 
						|
								            default: break;
							 | 
						|
								        }
							 | 
						|
								         
							 | 
						|
								        // Draw full screen rectangle in front of everything
							 | 
						|
								        if (onTransition) DrawTransition();
							 | 
						|
								        
							 | 
						|
								        //DrawFPS(10, 10);
							 | 
						|
								        
							 | 
						|
								    EndDrawing();
							 | 
						|
								    //----------------------------------------------------------------------------------
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Load missions from text file
							 | 
						|
								Mission *LoadMissions(const char *fileName)
							 | 
						|
								{
							 | 
						|
								    Mission *missions = NULL;
							 | 
						|
								    char buffer[512];
							 | 
						|
								    
							 | 
						|
								    int missionsCount = 0;
							 | 
						|
								    
							 | 
						|
								    FILE *misFile = fopen(fileName, "rt");
							 | 
						|
								    
							 | 
						|
								    if (misFile == NULL) printf("[%s] Missions file could not be opened\n", fileName);
							 | 
						|
								    else
							 | 
						|
								    {
							 | 
						|
								        // First pass to get total missions count
							 | 
						|
								        while (!feof(misFile))
							 | 
						|
								        {
							 | 
						|
								            fgets(buffer, 512, misFile);
							 | 
						|
								            
							 | 
						|
								            switch (buffer[0])
							 | 
						|
								            {
							 | 
						|
								                case 't': sscanf(buffer, "t %i", &missionsCount); break;
							 | 
						|
								                default: break;
							 | 
						|
								            }
							 | 
						|
								        }
							 | 
						|
								        
							 | 
						|
								        if (missionsCount > 0) missions = (Mission *)malloc(missionsCount*sizeof(Mission));
							 | 
						|
								        else return NULL;
							 | 
						|
								        
							 | 
						|
								        rewind(misFile);    // Return to the beginning of the file, to read again
							 | 
						|
								        
							 | 
						|
								        int missionNum = 0;
							 | 
						|
								        
							 | 
						|
								        while (!feof(misFile))
							 | 
						|
								        {
							 | 
						|
								            fgets(buffer, 512, misFile);
							 | 
						|
								
							 | 
						|
								            if (missionNum < missionsCount)
							 | 
						|
								            {
							 | 
						|
								                switch (buffer[0])
							 | 
						|
								                {
							 | 
						|
								                    case 'b': 
							 | 
						|
								                    {
							 | 
						|
								                        // New mission brief starts!
							 | 
						|
								                        missions[missionNum].id = missionNum;
							 | 
						|
								                        sscanf(buffer, "b %[^\n]s", missions[missionNum].brief); 
							 | 
						|
								                    } break;
							 | 
						|
								                    case 'k': sscanf(buffer, "k %[^\n]s", missions[missionNum].key); break;
							 | 
						|
								                    case 'm':
							 | 
						|
								                    {
							 | 
						|
								                        // NOTE: Message is loaded as is, needs to be processed!
							 | 
						|
								                        sscanf(buffer, "m %[^\n]s", missions[missionNum].msg);
							 | 
						|
								                    } break;
							 | 
						|
								                    case 's': 
							 | 
						|
								                    {
							 | 
						|
								                        sscanf(buffer, "s %i %i %i %i %i %i %i %i", 
							 | 
						|
								                               &missions[missionNum].sols[0], 
							 | 
						|
								                               &missions[missionNum].sols[1],
							 | 
						|
								                               &missions[missionNum].sols[2],
							 | 
						|
								                               &missions[missionNum].sols[3],
							 | 
						|
								                               &missions[missionNum].sols[4],
							 | 
						|
								                               &missions[missionNum].sols[5],
							 | 
						|
								                               &missions[missionNum].sols[6],
							 | 
						|
								                               &missions[missionNum].sols[7]);
							 | 
						|
								                               
							 | 
						|
								                        missions[missionNum].wordsCount = 0;
							 | 
						|
								                        
							 | 
						|
								                        for (int i = 0; i < 8; i++) 
							 | 
						|
								                        {
							 | 
						|
								                            if (missions[missionNum].sols[i] > -1)
							 | 
						|
								                            {
							 | 
						|
								                                missions[missionNum].wordsCount++;
							 | 
						|
								                            }
							 | 
						|
								                        }
							 | 
						|
								                        
							 | 
						|
								                        TraceLog(LOG_WARNING, "Mission %i - Words count %i", missionNum, missions[missionNum].wordsCount);
							 | 
						|
								                        
							 | 
						|
								                        missionNum++;
							 | 
						|
								                    } break;
							 | 
						|
								                    default: break;
							 | 
						|
								                }
							 | 
						|
								            }
							 | 
						|
								        }
							 | 
						|
								        
							 | 
						|
								        if (missionsCount != missionNum) TraceLog(LOG_WARNING, "Missions count and loaded missions don't match!");
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    fclose(misFile);
							 | 
						|
								    
							 | 
						|
								    if (missions != NULL) 
							 | 
						|
								    {
							 | 
						|
								        TraceLog(LOG_INFO, "Missions loaded: %i", missionsCount);
							 | 
						|
								        TraceLog(LOG_INFO, "Missions loaded successfully!");
							 | 
						|
								    }
							 | 
						|
								    
							 | 
						|
								    return missions;
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								bool IsButtonPressed()
							 | 
						|
								{
							 | 
						|
								    if (CheckCollisionPointRec(GetMousePosition(), recButton))
							 | 
						|
								    {
							 | 
						|
								        fadeButton = 1.0f;
							 | 
						|
								        
							 | 
						|
								        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsGestureDetected(GESTURE_TAP))
							 | 
						|
								        {
							 | 
						|
								            PlaySound(fxButton);
							 | 
						|
								            return true;
							 | 
						|
								        }
							 | 
						|
								    }
							 | 
						|
								    else fadeButton = 0.80f;
							 | 
						|
									
							 | 
						|
								    return false;
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								void DrawButton(const char *text)
							 | 
						|
								{
							 | 
						|
								    //DrawRectangleRec(recButton, Fade(colorButton, fadeButton));
							 | 
						|
								    DrawTexturePro(texButton, (Rectangle){0,0,texButton.width, texButton.height}, recButton, (Vector2){0,0},0, Fade(WHITE, fadeButton));
							 | 
						|
								    Vector2 measure = MeasureTextEx(fontMission, text, fontSizeButton, 0);
							 | 
						|
								    Vector2 textPos = {textPositionButton.x - measure.x/2 + 10, textPositionButton.y - measure.y/2 - 10};
							 | 
						|
								    DrawTextEx(fontMission, text, textPos , fontSizeButton, 0, textColorButton);
							 | 
						|
								}
							 |