text: #ifndef __CASTLESCENE_H__
  #define __CASTLESCENE_H__
  
  #include "Module.h"
  #include "FlyEnemy.h"
  #include "PatrolEnemy.h"
  #include "WanderEnemy.h"
  
  struct SDL_Texture;
  class UiElement;
  
  class CastleScene : public Module
  {
  public:
  
  	CastleScene();
  
  	// Destructor
  	virtual ~CastleScene();
  
  	// Called before render is available
  	bool Awake(pugi::xml_node&);
  
  	void Init();
  
  	// Called before the first frame
  	bool Start();
  
  	// Called before all Updates
  	bool PreUpdate();
  
  	// Called each loop iteration
  	bool Update(float dt);
  
  	// Called before all Updates
  	bool PostUpdate();
  
  	// Called before quitting
  	bool CleanUp();
  
  	void UiCallback(UiElement* element);
  
  private:
  	void ChangeCoinCounter();
  	void ChangeLivesCounter();
  	void ChangeScoreCounter();
  
  private:
  	SString mapName;
  	SString audioPath;
  	SString mapPath;
  	SString buttonPath;
  	
  	uint buttonFx;
  
  	UiElement* pauseButton = nullptr;
  	UiElement* pauseWindow = nullptr;
  	UiElement* continueButton = nullptr;
  	UiElement* saveButton = nullptr;
  	UiElement* titleButton = nullptr;
  	UiElement* optionsButton = nullptr;
  	UiElement* exitButton = nullptr;
  
  	UiElement* optionsMenu = nullptr;
  	UiElement* backButton = nullptr;
  	UiElement* musSlider = nullptr;
  	UiElement* fxSlider = nullptr;
  
  	UiElement* optionsText = nullptr;
  	UiElement* fxText = nullptr;
  	UiElement* musicText = nullptr;
  	UiElement* fullScreenCheck = nullptr;
  	UiElement* vsyncCheck = nullptr;
  	UiElement* fullScreenText = nullptr;
  	UiElement* vsyncText = nullptr;
  
  	UiElement* livesHeart = nullptr;
  	UiElement* playerCoins = nullptr;
  	UiElement* livesText = nullptr;
  	UiElement* coinsText = nullptr;
  	UiElement* scoreText = nullptr;
  	UiElement* scoreT = nullptr;
  
  	UiElement* timeText = nullptr;
  	UiElement* clockImage = nullptr;
  
  	float currentTime;
  	int totalLevelTime;
  
  	bool exitGame;
  
  	int score;
  };
  
  #endif // __CASTLESCENE_H__
  