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https://github.com/raysan5/raylib.git
synced 2026-02-07 22:59:17 -05:00
Added game sources: Skully Escape
This game was developed for King GameJam 2015
This commit is contained in:
444
games/skully_escape/screens/screen_aisle02.c
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444
games/skully_escape/screens/screen_aisle02.c
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/**********************************************************************************************
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*
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* raylib - Advance Game template
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*
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* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h"
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#include "screens.h"
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#include "../player.h"
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#include "../monster.h"
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#include <string.h>
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Gameplay screen global variables
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static int framesCounter;
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static int finishScreen;
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static Texture2D background;
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// Declare doors
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static Door doorLeft;
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// Decalre monsters
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static Monster lamp;
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static Monster chair;
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static Monster picture;
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static Monster arc;
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static bool monsterHover = false;
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static int monsterCheck = -1; // Identify checking monster
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static const char message[256] = "HAS LEGS BUT CAN NOT WALK...\nSEARCH FOR IT TO OPEN THE DOOR!";
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static int msgPosX = 100;
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static int msgState = 0; // 0-writting, 1-wait, 2-choose
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static int lettersCounter = 0;
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static char msgBuffer[256] = { '\0' };
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static int msgCounter = 0;
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static bool searching = false;
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static int scroll = 0;
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//----------------------------------------------------------------------------------
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// Gameplay Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Gameplay Screen Initialization logic
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void InitAisle02Screen(void)
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{
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ResetPlayer();
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// Reset Screen variables
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monsterHover = false;
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monsterCheck = -1;
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msgState = 0;
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msgCounter = 0;
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lettersCounter = 0;
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for (int i = 0; i < 256; i++) msgBuffer[i] = '\0';
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framesCounter = 0;
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finishScreen = 0;
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background = LoadTexture("resources/textures/background_aisle02.png");
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scroll = player.position.x - 200;
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// Initialize doors
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doorLeft.position = (Vector2) { -10, 136 };
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doorLeft.facing = 0;
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doorLeft.locked = true;
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doorLeft.frameRec =(Rectangle) {((doors.width/3)*doorLeft.facing), doors.height/2, doors.width/3, doors.height/2};
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doorLeft.bound = (Rectangle) { doorLeft.position.x, doorLeft.position.y, doors.width/3, doors.height/2};
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doorLeft.selected = false;
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// Monster init: lamp
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lamp.position = (Vector2){ 1520, 300 };
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lamp.texture = LoadTexture("resources/textures/monster_lamp_right.png");
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lamp.currentFrame = 0;
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lamp.framesCounter = 0;
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lamp.numFrames = 4;
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lamp.bounds = (Rectangle){ lamp.position.x + 200, lamp.position.y, 90, 380 };
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lamp.frameRec = (Rectangle) { 0, 0, lamp.texture.width/lamp.numFrames, lamp.texture.height };
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lamp.selected = false;
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lamp.active = false;
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lamp.spooky = true;
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// Monster init: chair
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chair.position = (Vector2){ 1400, 404 };
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chair.texture = LoadTexture("resources/textures/monster_chair_right.png");
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chair.currentFrame = 0;
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chair.framesCounter = 0;
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chair.numFrames = 4;
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chair.bounds = (Rectangle){ chair.position.x + 50, chair.position.y + 30, 120, 190 };
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chair.frameRec = (Rectangle) { 0, 0, chair.texture.width/chair.numFrames, chair.texture.height };
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chair.selected = false;
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chair.active = false;
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chair.spooky = false;
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// Monster init: picture
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picture.position = (Vector2){ 837, 162 };
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picture.texture = LoadTexture("resources/textures/monster_picture.png");
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picture.currentFrame = 0;
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picture.framesCounter = 0;
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picture.numFrames = 4;
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picture.bounds = (Rectangle){ picture.position.x + 44, picture.position.y, 174, 264 };
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picture.frameRec = (Rectangle) { 0, 0, picture.texture.width/picture.numFrames, picture.texture.height };
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picture.selected = false;
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picture.active = false;
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picture.spooky = true;
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// Monster init: arc
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arc.position = (Vector2){ 388, 423 };
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arc.texture = LoadTexture("resources/textures/monster_arc.png");
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arc.currentFrame = 0;
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arc.framesCounter = 0;
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arc.numFrames = 4;
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arc.bounds = (Rectangle){ arc.position.x + 44, arc.position.y + 70, 220, 120 };
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arc.frameRec = (Rectangle) { 0, 0, arc.texture.width/arc.numFrames, arc.texture.height };
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arc.selected = false;
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arc.active = false;
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arc.spooky = true;
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}
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// Gameplay Screen Update logic
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void UpdateAisle02Screen(void)
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{
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// Update doors bounds
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doorLeft.bound.x = doorLeft.position.x - scroll;
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if (player.key)
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{
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// Door: left
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if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) ||
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(CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true;
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else doorLeft.selected = false;
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if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound)))
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{
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if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE)))
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{
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if (doorLeft.locked)
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{
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doorLeft.frameRec.y = 0;
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doorLeft.locked = false;
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PlaySound(sndDoor);
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}
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else finishScreen = 1;
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}
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}
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}
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if (msgState > 2)
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{
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UpdatePlayer();
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// Monsters logic
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UpdateMonster(&lamp);
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UpdateMonster(&chair);
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UpdateMonster(&picture);
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UpdateMonster(&arc);
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}
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// Update monster bounds
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lamp.bounds.x = lamp.position.x + 200 - scroll;
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chair.bounds.x = chair.position.x + 50 - scroll;
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picture.bounds.x = picture.position.x + 44 - scroll;
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arc.bounds.x = arc.position.x + 44 - scroll;
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// Check player hover monsters to interact
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if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) ||
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((CheckCollisionRecs(player.bounds, chair.bounds)) && !chair.active) ||
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((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active) ||
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((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active)) monsterHover = true;
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else monsterHover = false;
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// Monters logic: lamp
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if ((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active)
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{
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lamp.selected = true;
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if ((IsKeyPressed(KEY_SPACE)) ||
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((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), lamp.bounds))))
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{
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SearchKeyPlayer();
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searching = true;
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framesCounter = 0;
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monsterCheck = 1;
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}
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}
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else lamp.selected = false;
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// Monters logic: chair
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if ((CheckCollisionRecs(player.bounds, chair.bounds)) && !chair.active)
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{
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chair.selected = true;
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if ((IsKeyPressed(KEY_SPACE)) ||
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((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), chair.bounds))))
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{
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SearchKeyPlayer();
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searching = true;
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framesCounter = 0;
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monsterCheck = 2;
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}
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}
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else chair.selected = false;
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// Monters logic: picture
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if ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active)
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{
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picture.selected = true;
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if ((IsKeyPressed(KEY_SPACE)) ||
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((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), picture.bounds))))
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{
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SearchKeyPlayer();
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searching = true;
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framesCounter = 0;
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monsterCheck = 3;
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}
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}
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else picture.selected = false;
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// Monters logic: arc
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if ((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active)
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{
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arc.selected = true;
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if ((IsKeyPressed(KEY_SPACE)) ||
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((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), arc.bounds))))
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{
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SearchKeyPlayer();
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searching = true;
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framesCounter = 0;
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monsterCheck = 4;
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}
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}
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else arc.selected = false;
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if (searching)
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{
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framesCounter++;
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if (framesCounter > 180)
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{
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if (monsterCheck == 1)
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{
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if (lamp.spooky)
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{
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ScarePlayer();
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PlaySound(sndScream);
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}
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else FindKeyPlayer();
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lamp.active = true;
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lamp.selected = false;
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}
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else if (monsterCheck == 2)
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{
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if (chair.spooky)
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{
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ScarePlayer();
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PlaySound(sndScream);
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}
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else FindKeyPlayer();
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chair.active = true;
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chair.selected = false;
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}
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else if (monsterCheck == 3)
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{
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if (picture.spooky)
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{
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ScarePlayer();
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PlaySound(sndScream);
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}
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else FindKeyPlayer();
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picture.active = true;
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picture.selected = false;
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}
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else if (monsterCheck == 4)
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{
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if (arc.spooky)
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{
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ScarePlayer();
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PlaySound(sndScream);
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}
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else FindKeyPlayer();
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arc.active = true;
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arc.selected = false;
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}
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searching = false;
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framesCounter = 0;
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}
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}
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// Text animation
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framesCounter++;
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if ((framesCounter%2) == 0) lettersCounter++;
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if (msgState == 0)
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{
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if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter);
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else
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{
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for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0';
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lettersCounter = 0;
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msgState = 1;
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}
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if (IsKeyPressed(KEY_ENTER)) msgState = 1;
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}
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else if (msgState == 1)
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{
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msgCounter++;
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if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
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{
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msgState = 2;
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msgCounter = 0;
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}
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}
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else if (msgState == 2)
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{
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msgCounter++;
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if (msgCounter > 180) msgState = 3;
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}
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else msgCounter++;
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if (player.position.x > 200)
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{
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scroll = player.position.x - 200;
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if (scroll > 620) scroll = 620;
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}
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}
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// Gameplay Screen Draw logic
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void DrawAisle02Screen(void)
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{
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DrawTexture(background, -scroll, 0, WHITE);
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// Draw monsters
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DrawMonster(lamp, scroll);
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DrawMonster(arc, scroll);
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DrawMonster(picture, scroll);
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DrawMonster(chair, scroll);
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// Draw door
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Vector2 doorScrollPos = { doorLeft.position.x - scroll, doorLeft.position.y };
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if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, GREEN);
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else DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, WHITE);
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// Draw messsages
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if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f));
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else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f));
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if (msgState == 0)
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{
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DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
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}
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else if (msgState == 1)
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{
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DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
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if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK);
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}
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else if (msgState == 2)
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{
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if ((msgCounter/30)%2)
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{
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DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.size*2, 2, WHITE);
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DrawRectangleRec(lamp.bounds, Fade(RED, 0.6f));
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DrawRectangleRec(arc.bounds, Fade(RED, 0.6f));
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DrawRectangleRec(chair.bounds, Fade(RED, 0.6f));
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DrawRectangleRec(picture.bounds, Fade(RED, 0.6f));
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}
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}
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else
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{
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if ((monsterHover) && ((msgCounter/30)%2))
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{
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DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f));
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DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK);
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}
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}
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DrawPlayer(); // NOTE: Also draws mouse pointer!
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}
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// Gameplay Screen Unload logic
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void UnloadAisle02Screen(void)
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{
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// TODO: Unload GAMEPLAY screen variables here!
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UnloadTexture(background);
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UnloadMonster(lamp);
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UnloadMonster(chair);
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UnloadMonster(picture);
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UnloadMonster(arc);
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}
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// Gameplay Screen should finish?
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int FinishAisle02Screen(void)
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{
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return finishScreen;
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}
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Block a user