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								/**********************************************************************************************
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								*
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								*   raylib - Standard Game template
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								*
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								*   Level02 Screen Functions Definitions (Init, Update, Draw, Unload)
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								*
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								*   Copyright (c) 2014 Ramon Santamaria (@raysan5)
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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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								#include <math.h>
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								//----------------------------------------------------------------------------------
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								// Global Variables Definition (local to this module)
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								//----------------------------------------------------------------------------------
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								// Level02 screen global variables
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								static int framesCounter;
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								static int finishScreen;
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								static Vector2 bouncingBallPos;
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								static float bouncingBallRadius = 40;
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								static Vector2 bouncingBallSpeed;
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								static Vector2 holeCirclePos;
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								static float holeCircleRadius = 50;
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								static bool ballOnHole = 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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								// Level02 Screen Functions Definition
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								//----------------------------------------------------------------------------------
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								float Vector2Distance(Vector2 v1, Vector2 v2);
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								// Level02 Screen Initialization logic
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								void InitLevel02Screen(void)
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								{
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								    // TODO: Initialize Level02 screen variables here!
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								    framesCounter = 0;
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								    finishScreen = 0;
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								    bouncingBallPos = (Vector2){ 120, 80 };
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								    bouncingBallSpeed = (Vector2){ 6, 8 };
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								    holeCirclePos = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
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								}
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								// Level02 Screen Update logic
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								void UpdateLevel02Screen(void)
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								{
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								    // Update Level02 screen
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								    framesCounter++;
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								    if (!ballOnHole)
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								    {
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								        bouncingBallPos.x += bouncingBallSpeed.x;
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								        bouncingBallPos.y += bouncingBallSpeed.y;
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								        if (((bouncingBallPos.x - bouncingBallRadius) <= 0) || ((bouncingBallPos.x + bouncingBallRadius) >= GetScreenWidth())) bouncingBallSpeed.x *= -1;
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								        if (((bouncingBallPos.y - bouncingBallRadius) <= 0) || ((bouncingBallPos.y + bouncingBallRadius) >= GetScreenHeight())) bouncingBallSpeed.y *= -1;
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								        Vector2 mousePos = GetMousePosition();
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								        if (CheckCollisionPointCircle(mousePos, bouncingBallPos, 120))
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								        {
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								            bouncingBallPos.x = GetRandomValue(80, 1200);
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								            bouncingBallPos.y = GetRandomValue(80, 650);
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								        }
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								        if (CheckCollisionPointCircle(mousePos, holeCirclePos, 120))
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								        {
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								            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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								            {
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								                holeCirclePos = mousePos;
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								                if ((holeCirclePos.x - holeCircleRadius) <= 0) holeCirclePos.x = holeCircleRadius;
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								                else if ((holeCirclePos.x + holeCircleRadius) >= GetScreenWidth()) holeCirclePos.x = GetScreenWidth() - holeCircleRadius;
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								                if ((holeCirclePos.y - holeCircleRadius) <= 0) holeCirclePos.y = holeCircleRadius;
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								                else if ((holeCirclePos.y + holeCircleRadius) >= GetScreenHeight()) holeCirclePos.y = GetScreenHeight() - holeCircleRadius;
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								            }
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								        }
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								        if (Vector2Distance(bouncingBallPos, holeCirclePos) < 20)
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								        {
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								            ballOnHole = true;
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								            PlaySound(levelWin);
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								        }
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								    }
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								    if (ballOnHole && !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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								// Level02 Screen Draw logic
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								void DrawLevel02Screen(void)
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								{
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								    // Draw Level02 screen
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								    DrawCircleV(holeCirclePos, holeCircleRadius, LIGHTGRAY);
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								    DrawCircleV(bouncingBallPos, bouncingBallRadius, DARKGRAY);
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								    DrawCircleLines(bouncingBallPos.x, bouncingBallPos.y, 120, Fade(LIGHTGRAY, 0.8f));
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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 02", GetScreenWidth()/2 - MeasureText("LEVEL 02", 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 02", GetScreenWidth()/2 - MeasureText("LEVEL 02", 30)/2, 20, 30, LIGHTGRAY);
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								}
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								// Level02 Screen Unload logic
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								void UnloadLevel02Screen(void)
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								{
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								    // TODO: Unload Level02 screen variables here!
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								}
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								// Level02 Screen should finish?
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								int FinishLevel02Screen(void)
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								{
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								    return finishScreen;
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								}
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