text: /**********************************************************************************************
  *
  *   raylib - Advance Game template
  *
  *   Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
  *
  *   Copyright (c) 2014-2021 Ramon Santamaria (@raysan5)
  *
  *   This software is provided "as-is", without any express or implied warranty. In no event
  *   will the authors be held liable for any damages arising from the use of this software.
  *
  *   Permission is granted to anyone to use this software for any purpose, including commercial
  *   applications, and to alter it and redistribute it freely, subject to the following restrictions:
  *
  *     1. The origin of this software must not be misrepresented; you must not claim that you
  *     wrote the original software. If you use this software in a product, an acknowledgment
  *     in the product documentation would be appreciated but is not required.
  *
  *     2. Altered source versions must be plainly marked as such, and must not be misrepresented
  *     as being the original software.
  *
  *     3. This notice may not be removed or altered from any source distribution.
  *
  **********************************************************************************************/
  
  #include "raylib.h"
  #include "screens.h"
  
  //----------------------------------------------------------------------------------
  // Module Variables Definition (local)
  //----------------------------------------------------------------------------------
  static int framesCounter = 0;
  static int finishScreen = 0;
  
  //----------------------------------------------------------------------------------
  // Gameplay Screen Functions Definition
  //----------------------------------------------------------------------------------
  
  // Gameplay Screen Initialization logic
  void InitGameplayScreen(void)
  {
      // TODO: Initialize GAMEPLAY screen variables here!
      framesCounter = 0;
      finishScreen = 0;
  }
  
  // Gameplay Screen Update logic
  void UpdateGameplayScreen(void)
  {
      // TODO: Update GAMEPLAY screen variables here!
  
      // Press enter or tap to change to ENDING screen
      if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
      {
          finishScreen = 1;
          PlaySound(fxCoin);
      }
  }
  
  // Gameplay Screen Draw logic
  void DrawGameplayScreen(void)
  {
      // TODO: Draw GAMEPLAY screen here!
      DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE);
      DrawTextEx(font, "GAMEPLAY SCREEN", (Vector2){ 20, 10 }, font.baseSize*3, 4, MAROON);
      DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
  }
  
  // Gameplay Screen Unload logic
  void UnloadGameplayScreen(void)
  {
      // TODO: Unload GAMEPLAY screen variables here!
  }
  
  // Gameplay Screen should finish?
  int FinishGameplayScreen(void)
  {
      return finishScreen;
  }