/*******************************************************************************************
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								*
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								*   raylib game - Dr. Turtle & Mr. Gamera
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								*
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								*   Welcome to raylib!
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								*
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								*   To test examples, just press F6 and execute raylib_compile_execute script
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								*   Note that compiled executable is placed in the same folder as .c file
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								*
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								*   You can find all basic examples on C:\raylib\raylib\examples folder or
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								*   raylib official webpage: www.raylib.com
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								*
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								*   Enjoy using raylib. :)
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								*
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								*   This game has been created using raylib 1.1 (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 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#define MAX_ENEMIES 10
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								typedef enum { TITLE, GAMEPLAY, ENDING } GameScreen;
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								int main()
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    const int screenWidth = 1280;
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								    const int screenHeight = 720;
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								    // Init window
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								    ShowLogo();
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								    InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA");
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								    // Initialize audio device
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								    InitAudioDevice();      
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								    // Load game resources: textures
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								    Texture2D sky = LoadTexture("resources/sky.png");
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								    Texture2D mountains = LoadTexture("resources/mountains.png");
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								    Texture2D sea = LoadTexture("resources/sea.png");
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								    Texture2D title = LoadTexture("resources/title.png");
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								    Texture2D turtle = LoadTexture("resources/turtle.png");
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								    Texture2D gamera = LoadTexture("resources/gamera.png");
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								    Texture2D shark = LoadTexture("resources/shark.png");
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								    Texture2D orca = LoadTexture("resources/orca.png");
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								    Texture2D swhale = LoadTexture("resources/swhale.png");
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								    Texture2D fish = LoadTexture("resources/fish.png");
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								    Texture2D gframe = LoadTexture("resources/gframe.png");
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								    // Load game resources: fonts
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								    SpriteFont font = LoadSpriteFont("resources/komika.png");
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								    // Load game resources: sounds
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								    Sound eat = LoadSound("resources/eat.wav");
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								    Sound die = LoadSound("resources/die.wav");
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								    Sound growl = LoadSound("resources/gamera.wav");
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								    // Start playing streaming music
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								    PlayMusicStream("resources/speeding.ogg");
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								    // Define scrolling variables
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								    int backScrolling = 0;
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								    int seaScrolling = 0;
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								    // Define current screen
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								    GameScreen currentScreen = TITLE;
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								    // Define player variables
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								    int playerRail = 1;
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								    Rectangle playerBounds = { 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
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								    bool gameraMode = false;
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								    // Define enemies variables
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								    Rectangle enemyBounds[MAX_ENEMIES];
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								    int enemyRail[MAX_ENEMIES];
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								    int enemyType[MAX_ENEMIES];
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								    bool enemyActive[MAX_ENEMIES];
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								    float enemySpeed = 10;
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								    // Init enemies variables
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								    for (int i = 0; i < MAX_ENEMIES; i++)
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								    {
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								        // Define enemy type (all same probability)
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								        //enemyType[i] = GetRandomValue(0, 3);
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								        // Probability system for enemies type
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								        int enemyProb = GetRandomValue(0, 100);
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								        if (enemyProb < 30) enemyType[i] = 0;
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								        else if (enemyProb < 60) enemyType[i] = 1;
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								        else if (enemyProb < 90) enemyType[i] = 2;
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								        else enemyType[i] = 3;
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								        // define enemy rail
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								        enemyRail[i] = GetRandomValue(0, 4);
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								        // Make sure not two consecutive enemies in the same row
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								        if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
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								        enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
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								        enemyActive[i] = false;
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								    }
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								    // Define additional game variables
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								    int score = 0;
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								    float distance = 0.0f;
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								    int hiscore = 0;
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								    float hidistance = 0.0f;
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								    int foodBar = 0;
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								    int framesCounter = 0;
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								    unsigned char blue = 200;
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								    float timeCounter = 0;
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								    SetTargetFPS(60);       // Setup game 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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								        // Update
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								        //----------------------------------------------------------------------------------
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								        framesCounter++;
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								        // Sea color tint effect
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								        blue = 210 + 25 * sin(timeCounter);
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								        timeCounter += 0.01;
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								        // Game screens management
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								        switch (currentScreen)
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								        {
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								            case TITLE:
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								            {
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								                // Sea scrolling
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								                seaScrolling -= 2;
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								                if (seaScrolling <= -screenWidth) seaScrolling = 0; 
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								                // Press enter to change to gameplay screen
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								                if (IsKeyPressed(KEY_ENTER))
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								                {
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								                    currentScreen = GAMEPLAY;
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								                    framesCounter = 0;
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								                }
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								            } break;
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								            case GAMEPLAY:
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								            {
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								                // Background scrolling logic
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								                backScrolling--;
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								                if (backScrolling <= -screenWidth) backScrolling = 0; 
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								                // Sea scrolling logic
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								                seaScrolling -= (enemySpeed - 2);
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								                if (seaScrolling <= -screenWidth) seaScrolling = 0; 
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								                // Player movement logic
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								                if (IsKeyPressed(KEY_DOWN)) playerRail++;
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								                else if (IsKeyPressed(KEY_UP)) playerRail--;
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								                // Check player not out of rails
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								                if (playerRail > 4) playerRail = 4;
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								                else if (playerRail < 0) playerRail = 0;
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								                // Update player bounds
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								                playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
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								                // Enemies activation logic (every 40 frames)        
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								                if (framesCounter > 40)
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								                {
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								                    for (int i = 0; i < MAX_ENEMIES; i++)
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								                    {
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								                        if (enemyActive[i] == false)
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								                        {
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								                            enemyActive[i] = true;
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								                            i = MAX_ENEMIES;
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								                        }
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								                    }
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								                    framesCounter = 0;
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								                }
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								                // Enemies logic
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								                for (int i = 0; i < MAX_ENEMIES; i++)
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								                {
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								                    if (enemyActive[i])
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								                    {
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								                        enemyBounds[i].x -= enemySpeed;
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								                    }
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								                    // Check enemies out of screen
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								                    if (enemyBounds[i].x <= 0 - 128)
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								                    {
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								                        enemyActive[i] = false;
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								                        enemyType[i] = GetRandomValue(0, 3);
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								                        enemyRail[i] = GetRandomValue(0, 4);
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								                        // Make sure not two consecutive enemies in the same row
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								                        if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
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								                        enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
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								                    }
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								                }
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								                if (!gameraMode) enemySpeed += 0.005;
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								                // Check collision player vs enemies
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								                for (int i = 0; i < MAX_ENEMIES; i++)
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								                {
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								                    if (enemyActive[i])
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								                    {
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								                        if (CheckCollisionRecs(playerBounds, enemyBounds[i]))
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								                        {                       
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								                            if (enemyType[i] < 3)   // Bad enemies
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								                            {
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								                                if (gameraMode)
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								                                {
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								                                    if (enemyType[i] == 0) score += 50;
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								                                    else if (enemyType[i] == 1) score += 150;
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								                                    else if (enemyType[i] == 2) score += 300;
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								                                    foodBar += 15;
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								                                    enemyActive[i] = false;
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								                                    // After enemy deactivation, reset enemy parameters to be reused
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								                                    enemyType[i] = GetRandomValue(0, 3);
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								                                    enemyRail[i] = GetRandomValue(0, 4);
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								                                    // Make sure not two consecutive enemies in the same row
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								                                    if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
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								                                    enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
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								                                    PlaySound(eat);
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								                                }
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								                                else
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								                                {
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								                                    // Player die logic
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								                                    PlaySound(die);
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								                                    currentScreen = ENDING;
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								                                    framesCounter = 0;
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								                                    // Save hiscore and hidistance for next game
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								                                    if (score > hiscore) hiscore = score;
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								                                    if (distance > hidistance) hidistance = distance;
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								                                }
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								                            }
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								                            else    // Sweet fish
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								                            {
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								                                enemyActive[i] = false;
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								                                enemyType[i] = GetRandomValue(0, 3);
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								                                enemyRail[i] = GetRandomValue(0, 4);
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								                                // Make sure not two consecutive enemies in the same row
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								                                if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
							 | 
						|
								                                
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								                                enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
							 | 
						|
								                                
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								                                if (!gameraMode) foodBar += 80;
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								                                else foodBar += 25;
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								                                score += 10;
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								                                if (foodBar == 400)
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								                                {
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								                                    gameraMode = true;
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								                                    PlaySound(growl);
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								                                }
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								                                PlaySound(eat);
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								                            }
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								                        }
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								                    }
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								                }
							 | 
						|
								                
							 | 
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								                // Gamera mode logic
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								                if (gameraMode)
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								                {
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								                    foodBar--;
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								                    if (foodBar <= 0) 
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								                    {
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								                        gameraMode = false;
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								                        enemySpeed -= 2;
							 | 
						|
								                        if (enemySpeed < 10) enemySpeed = 10;
							 | 
						|
								                    }
							 | 
						|
								                }
							 | 
						|
								        
							 | 
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								                // Update distance counter
							 | 
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								                distance += 0.5f;
							 | 
						|
								            
							 | 
						|
								            } break;
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								            case ENDING:
							 | 
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								            {
							 | 
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								                // Press enter to play again
							 | 
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								                if (IsKeyPressed(KEY_ENTER))
							 | 
						|
								                {
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								                    currentScreen = GAMEPLAY;
							 | 
						|
								                    
							 | 
						|
								                    // Reset player
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								                    playerRail = 1;
							 | 
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								                    playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
							 | 
						|
								                    gameraMode = false;
							 | 
						|
								                    
							 | 
						|
								                    // Reset enemies data
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								                    for (int i = 0; i < MAX_ENEMIES; i++)
							 | 
						|
								                    {
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								                        int enemyProb = GetRandomValue(0, 100);
							 | 
						|
								                        
							 | 
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								                        if (enemyProb < 30) enemyType[i] = 0;
							 | 
						|
								                        else if (enemyProb < 60) enemyType[i] = 1;
							 | 
						|
								                        else if (enemyProb < 90) enemyType[i] = 2;
							 | 
						|
								                        else enemyType[i] = 3;
							 | 
						|
								                        
							 | 
						|
								                        //enemyType[i] = GetRandomValue(0, 3);
							 | 
						|
								                        enemyRail[i] = GetRandomValue(0, 4);
							 | 
						|
								
							 | 
						|
								                        // Make sure not two consecutive enemies in the same row
							 | 
						|
								                        if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
							 | 
						|
								                        
							 | 
						|
								                        enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
							 | 
						|
								                        enemyActive[i] = false;
							 | 
						|
								                    }
							 | 
						|
								                    
							 | 
						|
								                    enemySpeed = 10;
							 | 
						|
								                    
							 | 
						|
								                    // Reset game variables
							 | 
						|
								                    score = 0;
							 | 
						|
								                    distance = 0.0;
							 | 
						|
								                    foodBar = 0;
							 | 
						|
								                    framesCounter = 0;
							 | 
						|
								                }
							 | 
						|
								      
							 | 
						|
								            } break;
							 | 
						|
								            default: break;
							 | 
						|
								        }
							 | 
						|
								        //----------------------------------------------------------------------------------
							 | 
						|
								        
							 | 
						|
								        // Draw
							 | 
						|
								        //----------------------------------------------------------------------------------
							 | 
						|
								        BeginDrawing();
							 | 
						|
								        
							 | 
						|
								            ClearBackground(RAYWHITE);
							 | 
						|
								            
							 | 
						|
								            // Draw background (common to all screens)
							 | 
						|
								            DrawTexture(sky, 0, 0, WHITE);
							 | 
						|
								            
							 | 
						|
								            DrawTexture(mountains, backScrolling, 0, WHITE);
							 | 
						|
								            DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE);
							 | 
						|
								            
							 | 
						|
								            if (!gameraMode)
							 | 
						|
								            {
							 | 
						|
								                DrawTexture(sea, seaScrolling, 0, (Color){ 16, 189, blue, 255});
							 | 
						|
								                DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 16, 189, blue, 255});
							 | 
						|
								            }
							 | 
						|
								            else
							 | 
						|
								            {
							 | 
						|
								                DrawTexture(sea, seaScrolling, 0, (Color){ 255, 113, 66, 255});
							 | 
						|
								                DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 255, 113, 66, 255});
							 | 
						|
								            }
							 | 
						|
								            
							 | 
						|
								            switch (currentScreen)
							 | 
						|
								            {
							 | 
						|
								                case TITLE:
							 | 
						|
								                {
							 | 
						|
								                    // Draw title
							 | 
						|
								                    DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
							 | 
						|
								                    
							 | 
						|
								                    // Draw blinking text
							 | 
						|
								                    if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, GetFontBaseSize(font), 0, WHITE);
							 | 
						|
								                
							 | 
						|
								                } break;
							 | 
						|
								                case GAMEPLAY:
							 | 
						|
								                {
							 | 
						|
								                    // Draw water lines
							 | 
						|
								                    for (int i = 0; i < 5; i++) DrawRectangle(0, i*120 + 120, screenWidth, 110, Fade(SKYBLUE, 0.1f));
							 | 
						|
								                    
							 | 
						|
								                    // Draw player
							 | 
						|
								                    if (!gameraMode) DrawTexture(turtle, playerBounds.x - 14, playerBounds.y - 14, WHITE);
							 | 
						|
								                    else DrawTexture(gamera, playerBounds.x - 64, playerBounds.y - 64, WHITE);
							 | 
						|
								                    
							 | 
						|
								                    // Draw player bounding box
							 | 
						|
								                    //if (!gameraMode) DrawRectangleRec(playerBounds, Fade(GREEN, 0.4f));
							 | 
						|
								                    //else DrawRectangleRec(playerBounds, Fade(ORANGE, 0.4f));
							 | 
						|
								                    
							 | 
						|
								                    // Draw enemies
							 | 
						|
								                    for (int i = 0; i < MAX_ENEMIES; i++)
							 | 
						|
								                    {
							 | 
						|
								                        if (enemyActive[i]) 
							 | 
						|
								                        {
							 | 
						|
								                            // Draw enemies
							 | 
						|
								                            switch(enemyType[i])
							 | 
						|
								                            {
							 | 
						|
								                                case 0: DrawTexture(shark, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
							 | 
						|
								                                case 1: DrawTexture(orca, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
							 | 
						|
								                                case 2: DrawTexture(swhale, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
							 | 
						|
								                                case 3: DrawTexture(fish, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
							 | 
						|
								                                default: break;
							 | 
						|
								                            }
							 | 
						|
								                            
							 | 
						|
								                            // Draw enemies bounding boxes
							 | 
						|
								                            /*
							 | 
						|
								                            switch(enemyType[i])
							 | 
						|
								                            {
							 | 
						|
								                                case 0: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
							 | 
						|
								                                case 1: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
							 | 
						|
								                                case 2: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
							 | 
						|
								                                case 3: DrawRectangleRec(enemyBounds[i], Fade(GREEN, 0.5f)); break;
							 | 
						|
								                                default: break;
							 | 
						|
								                            }
							 | 
						|
								                            */
							 | 
						|
								                        }
							 | 
						|
								                    }
							 | 
						|
								                    
							 | 
						|
								                    // Draw gameplay interface
							 | 
						|
								                    DrawRectangle(20, 20, 400, 40, Fade(GRAY, 0.4f));
							 | 
						|
								                    DrawRectangle(20, 20, foodBar, 40, ORANGE);
							 | 
						|
								                    DrawRectangleLines(20, 20, 400, 40, BLACK);
							 | 
						|
								                    
							 | 
						|
								                    DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, GetFontBaseSize(font), -2, ORANGE);
							 | 
						|
								                    DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, GetFontBaseSize(font), -2, ORANGE);
							 | 
						|
								                    
							 | 
						|
								                    if (gameraMode)
							 | 
						|
								                    {
							 | 
						|
								                        DrawText("GAMERA MODE", 60, 22, 40, GRAY);
							 | 
						|
								                        DrawTexture(gframe, 0, 0, Fade(WHITE, 0.5f));
							 | 
						|
								                    }
							 | 
						|
								            
							 | 
						|
								                } break;
							 | 
						|
								                case ENDING:
							 | 
						|
								                {
							 | 
						|
								                    // Draw a transparent black rectangle that covers all screen
							 | 
						|
								                    DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
							 | 
						|
								                
							 | 
						|
								                    DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, GetFontBaseSize(font)*3, -2, MAROON);
							 | 
						|
								                    
							 | 
						|
								                    DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, GetFontBaseSize(font), -2, GOLD);
							 | 
						|
								                    DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, GetFontBaseSize(font), -2, GOLD);
							 | 
						|
								                    DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, GetFontBaseSize(font), -2, ORANGE);
							 | 
						|
								                    DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, GetFontBaseSize(font), -2, ORANGE);
							 | 
						|
								                    
							 | 
						|
								                    // Draw blinking text
							 | 
						|
								                    if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, GetFontBaseSize(font), -2, LIGHTGRAY);
							 | 
						|
								                    
							 | 
						|
								                } break;
							 | 
						|
								                default: break;
							 | 
						|
								            }
							 | 
						|
								
							 | 
						|
								        EndDrawing();
							 | 
						|
								        //----------------------------------------------------------------------------------
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    // De-Initialization
							 | 
						|
								    //--------------------------------------------------------------------------------------
							 | 
						|
								    
							 | 
						|
								    // Unload textures
							 | 
						|
								    UnloadTexture(sky);
							 | 
						|
								    UnloadTexture(mountains);
							 | 
						|
								    UnloadTexture(sea);
							 | 
						|
								    UnloadTexture(gframe);
							 | 
						|
								    UnloadTexture(title);
							 | 
						|
								    UnloadTexture(turtle);
							 | 
						|
								    UnloadTexture(shark);
							 | 
						|
								    UnloadTexture(orca);
							 | 
						|
								    UnloadTexture(swhale);
							 | 
						|
								    UnloadTexture(fish);
							 | 
						|
								    UnloadTexture(gamera);
							 | 
						|
								    
							 | 
						|
								    // Unload font texture
							 | 
						|
								    UnloadSpriteFont(font);
							 | 
						|
								    
							 | 
						|
								    // Unload sounds
							 | 
						|
								    UnloadSound(eat);
							 | 
						|
								    UnloadSound(die);
							 | 
						|
								    UnloadSound(growl);
							 | 
						|
								    
							 | 
						|
								    StopMusicStream();      // Stop music
							 | 
						|
								    CloseAudioDevice();     // Close audio device
							 | 
						|
								    
							 | 
						|
								    CloseWindow();          // Close window and OpenGL context
							 | 
						|
								    //--------------------------------------------------------------------------------------
							 | 
						|
								    
							 | 
						|
								    return 0;
							 | 
						|
								}
							 |