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Review games
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@ -222,7 +222,7 @@ static char *StringReplace(char *orig, char *rep, char *with)
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// Count the number of replacements needed
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ins = orig;
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for (count = 0; tmp = strstr(ins, rep); ++count)
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for (count = 0; (tmp = strstr(ins, rep)); ++count)
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{
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ins = tmp + len_rep;
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}
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@ -26,19 +26,32 @@
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#include "raylib.h"
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#include "screens.h"
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#define LOGO_RECS_SIDE 16
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Logo screen global variables
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static int framesCounter;
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static int finishScreen;
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static int framesCounter = 0;
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static int finishScreen = 0;
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static Texture2D logoCW;
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static int logoPositionX = 0;
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static int logoPositionY = 0;
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static float fadeValue;
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static int showLogoFrames;
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static bool fadeOut;
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static int lettersCount = 0;
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static int topSideRecWidth = 0;
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static int leftSideRecHeight = 0;
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static int bottomSideRecWidth = 0;
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static int rightSideRecHeight = 0;
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static char raylib[8] = { 0 }; // raylib text array, max 8 letters
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static int state = 0; // Tracking animation states (State Machine)
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static float alpha = 1.0f; // Useful for fading
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static Texture2D texLogoCW = { 0 }; // Cinamon Works texture
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//----------------------------------------------------------------------------------
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// Logo Screen Functions Definition
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@ -47,53 +60,183 @@ static bool fadeOut;
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// Logo Screen Initialization logic
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void InitLogoScreen(void)
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{
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framesCounter = 0;
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// Initialize LOGO screen variables here!
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finishScreen = 0;
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framesCounter = 0;
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lettersCount = 0;
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logoCW = LoadTexture("resources/textures/cw_logo.png");
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logoPositionX = GetScreenWidth()/2 - 128;
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logoPositionY = GetScreenHeight()/2 - 128;
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showLogoFrames = 60;
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fadeValue = 0;
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topSideRecWidth = LOGO_RECS_SIDE;
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leftSideRecHeight = LOGO_RECS_SIDE;
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bottomSideRecWidth = LOGO_RECS_SIDE;
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rightSideRecHeight = LOGO_RECS_SIDE;
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fadeOut = false;
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for (int i = 0; i < 8; i++) raylib[i] = '\0';
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state = 0;
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alpha = 1.0f;
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texLogoCW = LoadTexture("resources/textures/cw_logo.png");
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}
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// Logo Screen Update logic
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void UpdateLogoScreen(void)
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{
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if (!fadeOut)
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{
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fadeValue += 0.02f;
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if (fadeValue > 1.01f)
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// Update LOGO screen variables here!
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if (state == 0) // State 0: Small box blinking
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{
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framesCounter++;
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if (framesCounter == 80)
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{
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fadeValue = 1.0f;
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framesCounter++;
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if ((framesCounter%showLogoFrames) == 0)
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state = 1;
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framesCounter = 0; // Reset counter... will be used later...
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}
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}
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else if (state == 1) // State 1: Top and left bars growing
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{
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topSideRecWidth += 8;
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leftSideRecHeight += 8;
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if (topSideRecWidth == 256) state = 2;
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}
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else if (state == 2) // State 2: Bottom and right bars growing
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{
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bottomSideRecWidth += 8;
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rightSideRecHeight += 8;
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if (bottomSideRecWidth == 256) state = 3;
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}
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else if (state == 3) // State 3: Letters appearing (one by one)
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{
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framesCounter++;
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if (framesCounter/10) // Every 12 frames, one more letter!
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{
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lettersCount++;
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framesCounter = 0;
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}
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switch (lettersCount)
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{
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case 1: raylib[0] = 'r'; break;
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case 2: raylib[1] = 'a'; break;
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case 3: raylib[2] = 'y'; break;
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case 4: raylib[3] = 'l'; break;
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case 5: raylib[4] = 'i'; break;
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case 6: raylib[5] = 'b'; break;
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default: break;
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}
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// When all letters have appeared...
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if (lettersCount >= 10)
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{
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state = 4;
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framesCounter = 0;
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}
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}
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else if (state == 4)
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{
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framesCounter++;
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if (framesCounter > 100)
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{
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alpha -= 0.02f;
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if (alpha <= 0.0f)
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{
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fadeOut = true;
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finishScreen = true;
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}
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}
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}
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if (IsKeyPressed(KEY_ENTER)) finishScreen = true;
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alpha = 0.0f;
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framesCounter = 0;
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state = 5;
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}
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}
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}
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else if (state == 5)
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{
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alpha += 0.02f;
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if (alpha >= 1.0f) alpha = 1.0f;
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framesCounter++;
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if (framesCounter > 200)
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{
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framesCounter = 0;
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state = 6;
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}
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}
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else if (state == 6)
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{
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alpha -= 0.02f;
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if (alpha >= 1.0f) alpha = 1.0f;
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framesCounter++;
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if (framesCounter > 100)
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{
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framesCounter = 0;
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finishScreen = 1;
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}
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}
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}
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// Logo Screen Draw logic
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void DrawLogoScreen(void)
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{
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DrawTexture(logoCW, GetScreenWidth()/2 - logoCW.width/2, GetScreenHeight()/2 - logoCW.height/2, Fade(WHITE, fadeValue));
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if (state == 0)
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{
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if ((framesCounter/10)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
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}
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else if (state == 1)
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{
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DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
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DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
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}
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else if (state == 2)
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{
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DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
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DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
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DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
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DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
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}
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else if (state == 3)
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{
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DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
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DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
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DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
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}
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else if (state == 4)
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{
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DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
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DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
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DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
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if (framesCounter > 20) DrawText("powered by", logoPositionX, logoPositionY - 27, 20, Fade(DARKGRAY, alpha));
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}
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else if ((state == 5) || (state == 6)) DrawTexture(texLogoCW, GetScreenWidth()/2 - texLogoCW.width/2, GetScreenHeight()/2 - texLogoCW.height/2, Fade(WHITE, alpha));
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}
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// Logo Screen Unload logic
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void UnloadLogoScreen(void)
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{
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UnloadTexture(logoCW);
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// Unload LOGO screen variables here!
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UnloadTexture(texLogoCW);
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}
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// Logo Screen should finish?
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int FinishLogoScreen(void)
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{
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return finishScreen;
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}
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}
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@ -1,13 +1,14 @@
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/*******************************************************************************************
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*
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* raylib - transmission mission
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* TRANSMISSION MISSION [GLOBAL GAME JAM 2018]
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*
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* Code and transmit the right message
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* Code the different filtration messages to be send to newspaper
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* to avoid being understood in case of interception.
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*
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* This game has been created using raylib (www.raylib.com)
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* This game has been created using raylib 1.8 (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) 2014-2019 Ramon Santamaria (@raysan5)
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* Copyright (c) 2018 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -53,13 +54,9 @@ static void UpdateDrawFrame(void); // Update and Draw one frame
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//----------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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// Initialization (Note windowTitle is unused on Android)
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//---------------------------------------------------------
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#ifndef PLATFORM_ANDROID
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SetConfigFlags(FLAG_SHOW_LOGO); // | FLAG_FULLSCREEN_MODE);
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#endif
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// Note windowTitle is unused on Android
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InitWindow(screenWidth, screenHeight, "raylib game - transmission mission");
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InitWindow(screenWidth, screenHeight, "transmission mission [GGJ18]");
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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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