feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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234 changed files with 38999 additions and 10578 deletions
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@ -1,21 +1,17 @@
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/*******************************************************************************************
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*
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* raylib [core] example - Basic window
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* raylib [core] example - basic screen manager
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*
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* Welcome to raylib!
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* Example complexity rating: [★☆☆☆] 1/4
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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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* NOTE: This example illustrates a very simple screen manager based on a states machines
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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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* Example originally created with raylib 4.0, last time updated with raylib 4.0
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*
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* Enjoy using raylib. :)
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* This example has been created using raylib 1.0 (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) 2013-2016 Ramon Santamaria (@raysan5)
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* Copyright (c) 2021-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -23,7 +19,7 @@ using static Raylib_cs.Raylib;
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namespace Examples.Core;
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enum GameScreen
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internal enum GameScreen
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{
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Logo = 0,
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Title,
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@ -31,143 +27,160 @@ enum GameScreen
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Ending
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}
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public class BasicScreenManager
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public partial class BasicScreenManager : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Core / Basic Screen Manager";
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public string Title => "raylib [core] example - basic screen manager";
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private GameScreen currentScreen;
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private int framesCounter;
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public void Init()
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{
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currentScreen = GameScreen.Logo;
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// TODO: Initialize all required variables and load all required data here!
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framesCounter = 0; // Useful to count frames
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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switch (currentScreen)
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{
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case GameScreen.Logo:
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{
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// TODO: Update LOGO screen variables here!
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framesCounter++; // Count frames
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// Wait for 2 seconds (120 frames) before jumping to TITLE screen
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if (framesCounter > 120)
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{
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currentScreen = GameScreen.Title;
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}
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}
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break;
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case GameScreen.Title:
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{
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// TODO: Update TITLE screen variables here!
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// Press enter to change to GAMEPLAY screen
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if (IsKeyPressed(KeyboardKey.Enter) || IsGestureDetected(Gesture.Tap))
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{
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currentScreen = GameScreen.Gameplay;
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}
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}
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break;
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case GameScreen.Gameplay:
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{
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// TODO: Update GAMEPLAY screen variables here!
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// Press enter to change to ENDING screen
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if (IsKeyPressed(KeyboardKey.Enter) || IsGestureDetected(Gesture.Tap))
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{
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currentScreen = GameScreen.Ending;
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}
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}
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break;
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case GameScreen.Ending:
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{
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// TODO: Update ENDING screen variables here!
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// Press enter to return to TITLE screen
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if (IsKeyPressed(KeyboardKey.Enter) || IsGestureDetected(Gesture.Tap))
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{
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currentScreen = GameScreen.Title;
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}
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}
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break;
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default:
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break;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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switch (currentScreen)
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{
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case GameScreen.Logo:
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{
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// TODO: Draw LOGO screen here!
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DrawText("LOGO SCREEN", 20, 20, 40, Color.LightGray);
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DrawText("WAIT for 2 SECONDS...", 290, 220, 20, Color.Gray);
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}
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break;
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case GameScreen.Title:
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{
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// TODO: Draw TITLE screen here!
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.Green);
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DrawText("TITLE SCREEN", 20, 20, 40, Color.DarkGreen);
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DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, Color.DarkGreen);
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}
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break;
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case GameScreen.Gameplay:
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{
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// TODO: Draw GAMEPLAY screen here!
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.Purple);
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DrawText("GAMEPLAY SCREEN", 20, 20, 40, Color.Maroon);
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DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, Color.Maroon);
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}
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break;
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case GameScreen.Ending:
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{
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// TODO: Draw ENDING screen here!
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.Blue);
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DrawText("ENDING SCREEN", 20, 20, 40, Color.DarkBlue);
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DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, Color.DarkBlue);
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}
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break;
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default:
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break;
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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// TODO: Unload all loaded data (textures, fonts, audio) here!
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - basic screen manager");
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GameScreen currentScreen = GameScreen.Logo;
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// TODO: Initialize all required variables and load all required data here!
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// Useful to count frames
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int framesCounter = 0;
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SetTargetFPS(60); // Set desired framerate (frames-per-second)
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//--------------------------------------------------------------------------------------
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var game = new BasicScreenManager();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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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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switch (currentScreen)
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{
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case GameScreen.Logo:
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{
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// TODO: Update LOGO screen variables here!
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// Count frames
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framesCounter++;
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// Wait for 2 seconds (120 frames) before jumping to TITLE screen
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if (framesCounter > 120)
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{
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currentScreen = GameScreen.Title;
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}
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}
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break;
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case GameScreen.Title:
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{
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// TODO: Update TITLE screen variables here!
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// Press enter to change to GAMEPLAY screen
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if (IsKeyPressed(KeyboardKey.Enter) || IsGestureDetected(Gesture.Tap))
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{
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currentScreen = GameScreen.Gameplay;
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}
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}
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break;
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case GameScreen.Gameplay:
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{
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// TODO: Update GAMEPLAY screen variables here!
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// Press enter to change to ENDING screen
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if (IsKeyPressed(KeyboardKey.Enter) || IsGestureDetected(Gesture.Tap))
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{
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currentScreen = GameScreen.Ending;
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}
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}
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break;
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case GameScreen.Ending:
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{
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// TODO: Update ENDING screen variables here!
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// Press enter to return to TITLE screen
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if (IsKeyPressed(KeyboardKey.Enter) || IsGestureDetected(Gesture.Tap))
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{
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currentScreen = GameScreen.Title;
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}
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}
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break;
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default:
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break;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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switch (currentScreen)
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{
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case GameScreen.Logo:
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{
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// TODO: Draw LOGO screen here!
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DrawText("LOGO SCREEN", 20, 20, 40, Color.LightGray);
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DrawText("WAIT for 2 SECONDS...", 290, 220, 20, Color.Gray);
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}
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break;
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case GameScreen.Title:
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{
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// TODO: Draw TITLE screen here!
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.Green);
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DrawText("TITLE SCREEN", 20, 20, 40, Color.DarkGreen);
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DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, Color.DarkGreen);
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}
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break;
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case GameScreen.Gameplay:
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{
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// TODO: Draw GAMEPLAY screen here!
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.Purple);
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DrawText("GAMEPLAY SCREEN", 20, 20, 40, Color.Maroon);
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DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, Color.Maroon);
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}
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break;
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case GameScreen.Ending:
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{
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// TODO: Draw ENDING screen here!
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.Blue);
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DrawText("ENDING SCREEN", 20, 20, 40, Color.DarkBlue);
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DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, Color.DarkBlue);
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}
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break;
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default:
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break;
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// TODO: Unload all loaded data (textures, fonts, audio) here!
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CloseWindow();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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