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JUST DO - Global Game Jam 2015

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+ 358 - 0
games/just_do_GGJ2015/src/just_do.c

@@ -0,0 +1,358 @@
+/*******************************************************************************************
+*
+*   JUST DO - Global Game Jam 2015 Videogame
+*   Experimental puzzle game that lets the user try to find a logic solution to 
+*   different shape-color-based situations.
+*
+*   Developed by: Ramon Santamaria (Ray San)
+*
+*   This game has been created using raylib (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   raylib - Copyright (c) 2015 Ramon Santamaria (Ray San - [email protected])
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "screens/screens.h"    // NOTE: Defines currentScreen
+
+#if defined(PLATFORM_WEB)
+    #include <emscripten/emscripten.h>
+#endif
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+const int screenWidth = 1280;      // Moved to screens.h
+const int screenHeight = 720;     // Moved to screens.h
+
+// Required variables to manage screen transitions (fade-in, fade-out)
+float transAlpha = 0;
+bool onTransition = false;
+bool transFadeOut = false;
+int transFromScreen = -1;
+int transToScreen = -1;
+int framesCounter = 0;
+
+//static Sound levelWin;
+
+//----------------------------------------------------------------------------------
+// Local Functions Declaration
+//----------------------------------------------------------------------------------
+void TransitionToScreen(int screen);
+void UpdateTransition(void);
+void DrawTransition(void);
+
+void UpdateDrawFrame(void);     // Update and Draw one frame
+
+//----------------------------------------------------------------------------------
+// Main entry point
+//----------------------------------------------------------------------------------
+int main(void)
+{
+	// Initialization
+	//---------------------------------------------------------
+	const char windowTitle[30] = "JUST DO";
+    
+    //SetupFlags(FLAG_FULLSCREEN_MODE);
+    InitWindow(screenWidth, screenHeight, windowTitle);
+
+    // TODO: Load global data here (assets that must be available in all screens, i.e. fonts)
+    InitAudioDevice();
+    
+    levelWin = LoadSound("resources/win.wav");
+    
+    // Setup and Init first screen
+    currentScreen = LOGO;
+    InitLogoScreen();
+    
+#if defined(PLATFORM_WEB)
+    emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
+#else
+    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
+    //--------------------------------------------------------------------------------------
+    
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+                
+        if (IsKeyPressed(KEY_SPACE)) PlaySound(levelWin);
+        
+        UpdateDrawFrame();
+    }
+#endif
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    
+    // TODO: Unload all global loaded data (i.e. fonts) here!
+    UnloadSound(levelWin);
+    
+    CloseAudioDevice();
+    
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+    
+    return 0;
+}
+
+//----------------------------------------------------------------------------------
+// Local Functions Definition
+//----------------------------------------------------------------------------------
+void TransitionToScreen(int screen)
+{
+    onTransition = true;
+    transFromScreen = currentScreen;
+    transToScreen = screen;
+}
+
+void UpdateTransition(void)
+{
+    if (!transFadeOut)
+    {
+        transAlpha += 0.02f;
+
+        if (transAlpha >= 1.0)
+        {
+            transAlpha = 1.0;
+            currentScreen = transToScreen;
+            transFadeOut = true;
+            framesCounter = 0;
+        }
+    }
+    else  // Transition fade out logic
+    {
+        transAlpha -= 0.02f;
+
+        if (transAlpha <= 0)
+        {
+            transAlpha = 0;
+            transFadeOut = false;
+            onTransition = false;
+            transFromScreen = -1;
+            transToScreen = -1;
+        }
+    }
+}
+
+void DrawTransition(void)
+{
+    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, transAlpha));
+}
+
+void UpdateDrawFrame(void)
+{
+    // Update
+    //----------------------------------------------------------------------------------
+    if (!onTransition)
+    {
+        if (IsKeyPressed('0'))
+        {
+            TransitionToScreen(LEVEL00);
+            InitLevel00Screen();
+        }
+        else if (IsKeyPressed('1'))
+        {
+            TransitionToScreen(LEVEL01);
+            InitLevel01Screen();
+        }
+        else if (IsKeyPressed('2'))
+        {
+            TransitionToScreen(LEVEL02);
+            InitLevel02Screen();
+        }
+        else if (IsKeyPressed('3'))
+        {
+            TransitionToScreen(LEVEL03);
+            InitLevel03Screen();
+        }
+        else if (IsKeyPressed('4'))
+        {
+            TransitionToScreen(LEVEL04);
+            InitLevel04Screen();
+        }
+        else if (IsKeyPressed('5'))
+        {
+            TransitionToScreen(LEVEL05);
+            InitLevel05Screen();
+        }
+        else if (IsKeyPressed('6'))
+        {
+            TransitionToScreen(LEVEL06);
+            InitLevel06Screen();
+        }
+        else if (IsKeyPressed('7'))
+        {
+            TransitionToScreen(LEVEL07);
+            InitLevel07Screen();
+        }
+        else if (IsKeyPressed('8'))
+        {
+            TransitionToScreen(LEVEL08);
+            InitLevel08Screen();
+        }
+        else if (IsKeyPressed('9'))
+        {
+            TransitionToScreen(LEVEL09);
+            InitLevel08Screen();
+        }
+        
+        switch(currentScreen) 
+        {
+            case LOGO: 
+            {
+                UpdateLogoScreen();
+                
+                if (FinishLogoScreen())
+                {
+                    UnloadLogoScreen();
+                    TransitionToScreen(LEVEL00);
+                    InitLevel00Screen();
+                    
+                    PlayMusicStream("resources/ambient.ogg");
+                    SetMusicVolume(0.6f);
+                }
+            } break;
+            case LEVEL00: 
+            {
+                UpdateLevel00Screen();
+                
+                if (FinishLevel00Screen())
+                {
+                    UnloadLevel00Screen();
+                    TransitionToScreen(LEVEL01);
+                    InitLevel01Screen();
+                }
+            } break;
+            case LEVEL01: 
+            {
+                UpdateLevel01Screen();
+                
+                if (FinishLevel01Screen())
+                {
+                    UnloadLevel01Screen();
+                    TransitionToScreen(LEVEL02);
+                    InitLevel02Screen();
+                }
+            } break;
+            case LEVEL02: 
+            {
+                UpdateLevel02Screen();
+                
+                if (FinishLevel02Screen())
+                {
+                    UnloadLevel02Screen();
+                    TransitionToScreen(LEVEL03);
+                    InitLevel03Screen();
+                }
+            } break;
+            case LEVEL03: 
+            {
+                UpdateLevel03Screen();
+                
+                if (FinishLevel03Screen())
+                {
+                    UnloadLevel03Screen();
+                    TransitionToScreen(LEVEL04);
+                    InitLevel04Screen();
+                }
+            } break;
+            case LEVEL04: 
+            {
+                UpdateLevel04Screen();
+                
+                if (FinishLevel04Screen())
+                {
+                    UnloadLevel04Screen();
+                    TransitionToScreen(LEVEL05);
+                    InitLevel05Screen();
+                }
+            } break;
+            case LEVEL05: 
+            {
+                UpdateLevel05Screen();
+                
+                if (FinishLevel05Screen())
+                {
+                    UnloadLevel05Screen();
+                    TransitionToScreen(LEVEL06);
+                    InitLevel06Screen();
+                }
+            } break;
+            case LEVEL06: 
+            {
+                UpdateLevel06Screen();
+                
+                if (FinishLevel06Screen())
+                {
+                    UnloadLevel06Screen();
+                    TransitionToScreen(LEVEL07);
+                    InitLevel07Screen();
+                }
+            } break;
+            case LEVEL07: 
+            {
+                UpdateLevel07Screen();
+                
+                if (FinishLevel07Screen())
+                {
+                    UnloadLevel07Screen();
+                    TransitionToScreen(LEVEL08);
+                    InitLevel08Screen();
+                }
+            } break;
+            case LEVEL08: 
+            {
+                UpdateLevel08Screen();
+                
+                if (FinishLevel08Screen())
+                {
+                    UnloadLevel08Screen();
+                    TransitionToScreen(LEVEL09);
+                    InitLevel09Screen();
+                }
+            } break;
+            case LEVEL09: 
+            {
+                UpdateLevel09Screen();
+                
+                if (FinishLevel09Screen())
+                {
+                    UnloadLevel09Screen();
+                    TransitionToScreen(LEVEL00);
+                    InitLevel00Screen();
+                }
+            } break;
+            default: break;
+        }
+    }
+    else UpdateTransition(); // Update transition (fade-in, fade-out)
+    //----------------------------------------------------------------------------------
+    
+    // Draw
+    //----------------------------------------------------------------------------------
+    BeginDrawing();
+    
+        ClearBackground(RAYWHITE);
+        
+        switch(currentScreen) 
+        {
+            case LOGO: DrawLogoScreen(); break;
+            case LEVEL00: DrawLevel00Screen(); break;
+            case LEVEL01: DrawLevel01Screen(); break;
+            case LEVEL02: DrawLevel02Screen(); break;
+            case LEVEL03: DrawLevel03Screen(); break;
+            case LEVEL04: DrawLevel04Screen(); break;
+            case LEVEL05: DrawLevel05Screen(); break;
+            case LEVEL06: DrawLevel06Screen(); break;
+            case LEVEL07: DrawLevel07Screen(); break;
+            case LEVEL08: DrawLevel08Screen(); break;
+            case LEVEL09: DrawLevel09Screen(); break;
+            default: break;
+        }
+    
+        if (onTransition) DrawTransition();
+    
+    EndDrawing();
+    //----------------------------------------------------------------------------------
+}

+ 246 - 0
games/just_do_GGJ2015/src/makefile

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+#**************************************************************************************************
+#
+#   raylib - Advance Game
+#
+#   makefile to compile advance game for desktop platforms, Raspberry Pi and HTML5 (emscripten)
+#
+#   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+#    
+#   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.
+#
+#**************************************************************************************************
+
+# define raylib platform to compile for
+# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
+# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
+PLATFORM ?= PLATFORM_DESKTOP
+
+# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    # No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
+    ifeq ($(OS),Windows_NT)
+        PLATFORM_OS=WINDOWS
+        LIBPATH=win32
+    else
+        UNAMEOS:=$(shell uname)
+        ifeq ($(UNAMEOS),Linux)
+            PLATFORM_OS=LINUX
+            LIBPATH=linux
+        else
+        ifeq ($(UNAMEOS),Darwin)
+            PLATFORM_OS=OSX
+            LIBPATH=osx
+        endif
+        endif
+    endif
+endif
+
+# define compiler: gcc for C program, define as g++ for C++
+ifeq ($(PLATFORM),PLATFORM_WEB)
+    # define emscripten compiler
+    CC = emcc
+else
+ifeq ($(PLATFORM_OS),OSX)
+    # define llvm compiler for mac
+    CC = clang
+else
+    # define default gcc compiler
+    CC = gcc
+endif
+endif
+
+# define compiler flags:
+#  -O2         defines optimization level
+#  -Wall       turns on most, but not all, compiler warnings
+#  -std=c99    use standard C from 1999 revision
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
+else
+    CFLAGS = -O2 -Wall -std=c99
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+    CFLAGS = -O2 -Wall -std=c99 -s USE_GLFW=3 
+    #-s ASSERTIONS=1 --preload-file resources
+    #-s ALLOW_MEMORY_GROWTH=1   # to allow memory resizing
+    #-s TOTAL_MEMORY=16777216   # to specify heap memory size (default = 16MB)
+endif
+
+#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
+
+# define any directories containing required header files
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
+else
+    INCLUDES = -I. -I../../src -I../../../src
+# external libraries headers
+# GLFW3
+    INCLUDES += -I../../external/glfw3/include
+# GLEW
+    INCLUDES += -I../../external/glew/include
+# OpenAL Soft
+    INCLUDES += -I../../external/openal_soft/include
+endif
+
+# define library paths containing required libs
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    LFLAGS = -L. -L../../src -L/opt/vc/lib
+else
+    LFLAGS = -L. -L../../src -L../../../src
+    # external libraries to link with
+    # GLFW3
+    LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
+    ifneq ($(PLATFORM_OS),OSX)
+    # OpenAL Soft
+        LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
+	# GLEW
+        LFLAGS += -L../../external/glew/lib/$(LIBPATH)
+    endif
+endif
+
+# define any libraries to link into executable
+# if you want to link libraries (libname.so or libname.a), use the -lname
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    ifeq ($(PLATFORM_OS),LINUX)
+        # libraries for Debian GNU/Linux desktop compiling
+        # requires the following packages:
+        # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
+        LIBS = -lraylib -lglfw -lGLEW -lGL -lopenal
+    endif
+    ifeq ($(PLATFORM_OS),OSX)
+    	# libraries for OS X 10.9 desktop compiling
+        # requires the following packages:
+        # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
+        LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
+    else
+        # libraries for Windows desktop compiling
+        # NOTE: GLFW3 and OpenAL Soft libraries should be installed
+        LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
+    endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    # libraries for Raspberry Pi compiling
+    # NOTE: OpenAL Soft library should be installed (libopenal1 package)
+    LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+    LIBS = ../../src/libraylib.bc
+endif
+
+# define additional parameters and flags for windows
+ifeq ($(PLATFORM_OS),WINDOWS)
+    # resources file contains windows exe icon
+    # -Wl,--subsystem,windows hides the console window
+    WINFLAGS = ../../src/resources -Wl,--subsystem,windows
+endif
+
+ifeq ($(PLATFORM),PLATFORM_WEB)
+    EXT = .html
+endif
+
+# define all screen object files required
+SCREENS = \
+	screens/screen_logo.o \
+	screens/screen_level00.o \
+	screens/screen_level01.o \
+	screens/screen_level02.o \
+	screens/screen_level03.o \
+	screens/screen_level04.o \
+	screens/screen_level05.o \
+	screens/screen_level06.o \
+	screens/screen_level07.o \
+	screens/screen_level08.o \
+	screens/screen_level09.o \
+
+# typing 'make' will invoke the first target entry in the file,
+# in this case, the 'default' target entry is just_do
+default: just_do
+
+# compile just_do
+just_do: just_do.c $(SCREENS)
+	$(CC) -o $@$(EXT) $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
+# compile screen LOGO
+screens/screen_logo.o: screens/screen_logo.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+    
+# compile screen LEVEL00
+screens/screen_level00.o: screens/screen_level00.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen LEVEL01
+screens/screen_level01.o: screens/screen_level01.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen LEVEL02
+screens/screen_level02.o: screens/screen_level02.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen LEVEL03
+screens/screen_level03.o: screens/screen_level03.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen LEVEL04
+screens/screen_level04.o: screens/screen_level04.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen LEVEL05
+screens/screen_level05.o: screens/screen_level05.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen LEVEL06
+screens/screen_level06.o: screens/screen_level06.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+    
+# compile screen LEVEL07
+screens/screen_level07.o: screens/screen_level07.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+    
+# compile screen LEVEL08
+screens/screen_level08.o: screens/screen_level08.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen LEVEL09
+screens/screen_level09.o: screens/screen_level09.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# clean everything
+clean:
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    ifeq ($(PLATFORM_OS),OSX)
+		find . -type f -perm +ugo+x -delete
+		rm -f *.o
+    else
+    ifeq ($(PLATFORM_OS),LINUX)
+		find . -type f -executable -delete
+		rm -f *.o
+    else
+		del *.o *.exe
+    endif
+    endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+	find . -type f -executable -delete
+	rm -f *.o
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+	del *.o *.html *.js
+endif
+	@echo Cleaning done
+
+# instead of defining every module one by one, we can define a pattern
+# this pattern below will automatically compile every module defined on $(OBJS)
+#%.exe : %.c
+#	$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)

BIN
games/just_do_GGJ2015/src/resources/ambient.ogg


BIN
games/just_do_GGJ2015/src/resources/win.wav


+ 167 - 0
games/just_do_GGJ2015/src/screens/screen_level00.c

@@ -0,0 +1,167 @@
+/**********************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   Level00 Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Level00 screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static Rectangle boundsU, boundsO;
+
+static bool mouseOverU = false;
+static bool mouseOverO = false;
+static bool placedU = false;
+static bool placedO = false;
+
+static bool done = false;
+static int levelTimeSec = 0;
+static bool levelFinished = false;
+
+//----------------------------------------------------------------------------------
+// Level00 Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Level00 Screen Initialization logic
+void InitLevel00Screen(void)
+{
+    // Initialize Level00 screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    boundsU = (Rectangle){GetScreenWidth()/2 - 265, -200, MeasureText("U", 160) + 40, 160 };
+    boundsO = (Rectangle){GetScreenWidth() - 370, -30, MeasureText("O", 160) + 40, 160 };
+}
+
+// Level00 Screen Update logic
+void UpdateLevel00Screen(void)
+{
+    // Update Level00 screen variables here!
+    if (!done) framesCounter++;
+    
+    if (!done)
+    {
+        if (!placedU) boundsU.y += 2;
+        
+        if (boundsU.y >= GetScreenHeight()) boundsU.y = -boundsU.height;
+        
+        Vector2 mousePos = GetMousePosition();
+
+        if (CheckCollisionPointRec(mousePos, boundsU))
+        {
+            mouseOverU = true;
+            
+            if (!placedU && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+            {
+                if ((boundsU.y > GetScreenHeight()/2 - 110) && ((boundsU.y + boundsU.height) < (GetScreenHeight()/2 + 100)))
+                {
+                    placedU = true;
+                }
+            }
+        }
+        else mouseOverU = false;
+        
+        if (CheckCollisionPointRec(mousePos, boundsO))
+        {
+            mouseOverO = true;
+            
+            if (!placedO && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) boundsO.y += 100;
+            
+            if (boundsO.y >= (GetScreenHeight()/2 - 130)) placedO = true;
+        }
+        else mouseOverO = false;
+        
+        if (placedO && placedU)
+        {
+            done = true;
+            PlaySound(levelWin);
+        }
+    }
+    
+    if (done && !levelFinished)
+    {
+        levelTimeSec = framesCounter/60;
+        levelFinished = true;
+        framesCounter = 0;
+    }
+    
+    if (levelFinished)
+    {
+        framesCounter++;
+        
+        if ((framesCounter > 30) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
+    }
+}
+
+// Level00 Screen Draw logic
+void DrawLevel00Screen(void)
+{
+    // Draw Level00 screen
+    DrawText("U", boundsU.x, boundsU.y + 10, 160, GRAY);
+    DrawText("J", GetScreenWidth()/2 - MeasureText("JUST DO", 160)/2, GetScreenHeight()/2 - 80, 160, GRAY);
+    DrawText("ST D", GetScreenWidth()/2 - MeasureText("JUST DO", 160)/2 + 210, GetScreenHeight()/2 - 80, 160, GRAY);
+    DrawText("O", boundsO.x, boundsO.y + 10, 160, GRAY);
+    
+    DrawText("by RAMON SANTAMARIA (@raysan5)", 370, GetScreenHeight()/2 + 100, 30, Fade(LIGHTGRAY, 0.4f));
+    
+    if (mouseOverU && !placedU) DrawRectangleLines(boundsU.x - 20, boundsU.y, boundsU.width, boundsU.height, Fade(LIGHTGRAY, 0.8f));
+    //DrawRectangleBordersRec(boundsU, -20, 0, 20, Fade(RED, 0.3f));
+    
+    if (mouseOverO && !placedO) DrawRectangleLines(boundsO.x - 20, boundsO.y, boundsO.width, boundsO.height, Fade(LIGHTGRAY, 0.8f));
+    //DrawRectangleBordersRec(boundsO, -20, 0, 20, Fade(RED, 0.3f));
+        
+    if (levelFinished)
+    {
+        DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
+        DrawText("LEVEL 00", GetScreenWidth()/2 - MeasureText("LEVEL 00", 30)/2, 20, 30, GRAY);
+        DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
+    }
+    else DrawText("LEVEL 00", GetScreenWidth()/2 - MeasureText("LEVEL 00", 30)/2, 20, 30, LIGHTGRAY);
+}
+
+// Level00 Screen Unload logic
+void UnloadLevel00Screen(void)
+{
+    // TODO: Unload Level00 screen variables here!
+}
+
+// Level00 Screen should finish?
+int FinishLevel00Screen(void)
+{
+    return finishScreen;
+}
+
+void DrawRectangleBordersRec(Rectangle rec, int offsetX, int offsetY, int borderSize, Color col)
+{
+    DrawRectangle(rec.x + offsetX, rec.y + offsetY, rec.width, borderSize, col);
+    DrawRectangle(rec.x + offsetX, rec.y + borderSize + offsetY, borderSize, rec.height - borderSize*2, col);
+    DrawRectangle(rec.x + rec.width - borderSize + offsetX, rec.y + borderSize + offsetY, borderSize, rec.height - borderSize*2, col);
+    DrawRectangle(rec.x + offsetX, rec.y + rec.height - borderSize + offsetY, rec.width, borderSize, col);
+}

+ 163 - 0
games/just_do_GGJ2015/src/screens/screen_level01.c

@@ -0,0 +1,163 @@
+/**********************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   Level01 Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Level01 screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static Rectangle innerLeftRec, outerLeftRec;
+static Rectangle innerRightRec, outerRightRec;
+
+static bool done = false;
+static int levelTimeSec = 0;
+static bool levelFinished = false;
+
+//----------------------------------------------------------------------------------
+// Level01 Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Level01 Screen Initialization logic
+void InitLevel01Screen(void)
+{
+    // Initialize Level01 screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    outerLeftRec = (Rectangle){ 0, 0, GetScreenWidth()/2, GetScreenHeight() };
+    outerRightRec = (Rectangle){ GetScreenWidth()/2, 0, GetScreenWidth()/2, GetScreenHeight() };
+    
+    innerLeftRec = (Rectangle){ GetScreenWidth()/4 - 200, GetScreenHeight()/2 - 200, 400, 400};
+    innerRightRec = (Rectangle){ GetScreenWidth()/2 + GetScreenWidth()/4 - 200, GetScreenHeight()/2 - 200, 400, 400};
+}
+
+// Level01 Screen Update logic
+void UpdateLevel01Screen(void)
+{
+    // Update Level01 screen
+    framesCounter++;
+    
+    if (!done)
+    {
+        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+        {
+            if (CheckCollisionPointRec(GetMousePosition(), innerLeftRec))
+            {
+                if (innerRightRec.width > 0)
+                {
+                    innerRightRec.x += 20;
+                    innerRightRec.y += 20;
+                    innerRightRec.width -= 40;
+                    innerRightRec.height -= 40;
+                }
+            }
+            else if (CheckCollisionPointRec(GetMousePosition(), innerRightRec))
+            {
+                if (innerLeftRec.width > 0)
+                {
+                    innerLeftRec.x += 20;
+                    innerLeftRec.y += 20;
+                    innerLeftRec.width -= 40;
+                    innerLeftRec.height -= 40;
+                }
+            }
+            else if (CheckCollisionPointRec(GetMousePosition(), outerLeftRec))
+            {
+                innerLeftRec.x -= 20;
+                innerLeftRec.y -= 20;
+                innerLeftRec.width += 40;
+                innerLeftRec.height += 40;
+            }
+            else if (CheckCollisionPointRec(GetMousePosition(), outerRightRec))
+            {
+                innerRightRec.x -= 20;
+                innerRightRec.y -= 20;
+                innerRightRec.width += 40;
+                innerRightRec.height += 40;
+            }
+        }
+    
+    
+        if (((innerRightRec.width == 0) && (innerLeftRec.height >= GetScreenHeight())) ||
+            ((innerLeftRec.width == 0) && (innerRightRec.height >= GetScreenHeight())))
+            {
+                done = true;
+                PlaySound(levelWin);
+            }
+    }
+    
+    if (done && !levelFinished)
+    {
+        levelTimeSec = framesCounter/60;
+        levelFinished = true;
+        framesCounter = 0;
+    }
+    
+    if (levelFinished)
+    {
+        framesCounter++;
+        
+        if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
+    }
+}
+
+// Level01 Screen Draw logic
+void DrawLevel01Screen(void)
+{
+    // Draw Level01 screen
+    if (!levelFinished) DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), LIGHTGRAY);
+    else DrawRectangle(60, 60, GetScreenWidth() - 120, GetScreenHeight() - 120, LIGHTGRAY);
+    
+    DrawRectangleRec(outerLeftRec, GRAY);
+    DrawRectangleRec(innerLeftRec, RAYWHITE);
+    DrawRectangleRec(outerRightRec, RAYWHITE);
+    DrawRectangleRec(innerRightRec, GRAY);
+    
+    if (levelFinished)
+    {
+        DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
+        DrawText("LEVEL 01", GetScreenWidth()/2 - MeasureText("LEVEL 01", 30)/2, 20, 30, GRAY);
+        DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
+    }
+    else DrawText("LEVEL 01", GetScreenWidth()/2 - MeasureText("LEVEL 01", 30)/2, 20, 30, LIGHTGRAY);
+}
+
+// Level01 Screen Unload logic
+void UnloadLevel01Screen(void)
+{
+    // TODO: Unload Level01 screen variables here!
+}
+
+// Level01 Screen should finish?
+int FinishLevel01Screen(void)
+{
+    return finishScreen;
+}

+ 170 - 0
games/just_do_GGJ2015/src/screens/screen_level02.c

@@ -0,0 +1,170 @@
+/**********************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   Level02 Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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"
+
+#include <math.h>
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Level02 screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static Vector2 bouncingBallPos;
+static float bouncingBallRadius = 40;
+static Vector2 bouncingBallSpeed;
+
+static Vector2 holeCirclePos;
+static float holeCircleRadius = 50;
+
+static bool ballOnHole = false;
+
+static int levelTimeSec = 0;
+static bool levelFinished = false;
+
+//----------------------------------------------------------------------------------
+// Level02 Screen Functions Definition
+//----------------------------------------------------------------------------------
+float Vector2Distance(Vector2 v1, Vector2 v2);
+
+// Level02 Screen Initialization logic
+void InitLevel02Screen(void)
+{
+    // TODO: Initialize Level02 screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    bouncingBallPos = (Vector2){ 120, 80 };
+    bouncingBallSpeed = (Vector2){ 6, 8 };
+    holeCirclePos = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
+}
+
+// Level02 Screen Update logic
+void UpdateLevel02Screen(void)
+{
+    // Update Level02 screen
+    framesCounter++;
+    
+    if (!ballOnHole)
+    {
+        bouncingBallPos.x += bouncingBallSpeed.x;
+        bouncingBallPos.y += bouncingBallSpeed.y;
+
+        if (((bouncingBallPos.x - bouncingBallRadius) <= 0) || ((bouncingBallPos.x + bouncingBallRadius) >= GetScreenWidth())) bouncingBallSpeed.x *= -1;
+        if (((bouncingBallPos.y - bouncingBallRadius) <= 0) || ((bouncingBallPos.y + bouncingBallRadius) >= GetScreenHeight())) bouncingBallSpeed.y *= -1;
+        
+        Vector2 mousePos = GetMousePosition();
+        
+        if (CheckCollisionPointCircle(mousePos, bouncingBallPos, 120))
+        {
+            bouncingBallPos.x = GetRandomValue(80, 1200);
+            bouncingBallPos.y = GetRandomValue(80, 650);
+        }
+        
+        if (CheckCollisionPointCircle(mousePos, holeCirclePos, 120))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+            {
+                holeCirclePos = mousePos;
+                
+                if ((holeCirclePos.x - holeCircleRadius) <= 0) holeCirclePos.x = holeCircleRadius;
+                else if ((holeCirclePos.x + holeCircleRadius) >= GetScreenWidth()) holeCirclePos.x = GetScreenWidth() - holeCircleRadius;
+                
+                if ((holeCirclePos.y - holeCircleRadius) <= 0) holeCirclePos.y = holeCircleRadius;
+                else if ((holeCirclePos.y + holeCircleRadius) >= GetScreenHeight()) holeCirclePos.y = GetScreenHeight() - holeCircleRadius;
+            }
+        }
+        
+        if (Vector2Distance(bouncingBallPos, holeCirclePos) < 20)
+        {
+            ballOnHole = true;
+            PlaySound(levelWin);
+        }
+    }
+    
+    if (ballOnHole && !levelFinished)
+    {
+        levelTimeSec = framesCounter/60;
+        levelFinished = true;
+        framesCounter = 0;
+    }
+    
+    if (levelFinished)
+    {
+        framesCounter++;
+        
+        if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
+    }
+}
+
+// Level02 Screen Draw logic
+void DrawLevel02Screen(void)
+{
+    // Draw Level02 screen
+
+    DrawCircleV(holeCirclePos, holeCircleRadius, LIGHTGRAY);
+    DrawCircleV(bouncingBallPos, bouncingBallRadius, DARKGRAY);
+
+    DrawCircleLines(bouncingBallPos.x, bouncingBallPos.y, 120, Fade(LIGHTGRAY, 0.8f));
+    
+    
+    
+    if (levelFinished)
+    {
+        DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
+        DrawText("LEVEL 02", GetScreenWidth()/2 - MeasureText("LEVEL 02", 30)/2, 20, 30, GRAY);
+        DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
+    }
+    else DrawText("LEVEL 02", GetScreenWidth()/2 - MeasureText("LEVEL 02", 30)/2, 20, 30, LIGHTGRAY);
+}
+
+// Level02 Screen Unload logic
+void UnloadLevel02Screen(void)
+{
+    // TODO: Unload Level02 screen variables here!
+}
+
+// Level02 Screen should finish?
+int FinishLevel02Screen(void)
+{
+    return finishScreen;
+}
+
+// Calculate distance between two points
+float Vector2Distance(Vector2 v1, Vector2 v2)
+{
+    float result;
+
+    float dx = v2.x - v1.x;
+    float dy = v2.y - v1.y;
+
+    result = sqrt(dx*dx + dy*dy);
+
+    return result;
+}

+ 134 - 0
games/just_do_GGJ2015/src/screens/screen_level03.c

@@ -0,0 +1,134 @@
+/**********************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   Level03 Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Level03 screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static Rectangle holeRec, pieceRec;
+static bool showPiece = false;
+static bool pieceSelected = false;
+
+static bool done = false;
+static int levelTimeSec = 0;
+static bool levelFinished = false;
+
+//----------------------------------------------------------------------------------
+// Level03 Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Level03 Screen Initialization logic
+void InitLevel03Screen(void)
+{
+    // Initialize Level03 screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    holeRec = (Rectangle){ GetScreenWidth()/2 - 50, GetScreenHeight()/2 - 50, 100, 100 };
+    pieceRec = (Rectangle){ 200, 400, 100, 100 };
+}
+
+// Level03 Screen Update logic
+void UpdateLevel03Screen(void)
+{
+    // Update Level03 screen variables here!
+    framesCounter++;
+    
+    Vector2 mousePos = GetMousePosition();
+        
+    if (!done)
+    {
+        if (CheckCollisionPointRec(mousePos, holeRec)) showPiece = true;
+        else showPiece = false;
+            
+        if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+        {
+            if (CheckCollisionPointRec(mousePos, pieceRec))
+            {
+                pieceSelected = true;
+                
+                pieceRec.x = ((int)mousePos.x - 50);
+                pieceRec.y = ((int)mousePos.y - 50);
+            }
+        }
+    
+        if ((pieceRec.x == holeRec.x) && !(CheckCollisionPointRec(mousePos, holeRec)))
+        {
+            done = true;
+            PlaySound(levelWin);
+        }
+    }
+    
+    if (done && !levelFinished)
+    {
+        levelTimeSec = framesCounter/60;
+        levelFinished = true;
+        framesCounter = 0;
+    }
+    
+    if (levelFinished)
+    {
+        framesCounter++;
+        
+        if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
+    }
+}
+
+// Level03 Screen Draw logic
+void DrawLevel03Screen(void)
+{
+    // Draw Level03 screen
+    DrawRectangleRec(holeRec, GRAY);
+    DrawRectangleRec(pieceRec, RAYWHITE);
+    
+    if (showPiece) DrawRectangleLines(pieceRec.x, pieceRec.y, pieceRec.width, pieceRec.height, Fade(LIGHTGRAY, 0.8f));
+    
+    if (levelFinished)
+    {
+        DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
+        DrawText("LEVEL 03", GetScreenWidth()/2 - MeasureText("LEVEL 03", 30)/2, 20, 30, GRAY);
+        DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
+    }
+    else DrawText("LEVEL 03", GetScreenWidth()/2 - MeasureText("LEVEL 03", 30)/2, 20, 30, LIGHTGRAY);
+}
+
+// Level03 Screen Unload logic
+void UnloadLevel03Screen(void)
+{
+    // TODO: Unload Level03 screen variables here!
+}
+
+// Level03 Screen should finish?
+int FinishLevel03Screen(void)
+{
+    return finishScreen;
+}

+ 147 - 0
games/just_do_GGJ2015/src/screens/screen_level04.c

@@ -0,0 +1,147 @@
+/**********************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   Level04 Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Level04 screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static Vector2 circlesCenter;
+static float innerCircleRadius = 40;
+static float outerCircleRadius = 300;
+
+static bool done = false;
+static int levelTimeSec = 0;
+static bool levelFinished = false;
+
+//----------------------------------------------------------------------------------
+// Level04 Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Level04 Screen Initialization logic
+void InitLevel04Screen(void)
+{
+    // Initialize Level04 screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    circlesCenter = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
+}
+
+// Level04 Screen Update logic
+void UpdateLevel04Screen(void)
+{
+    // Update Level04 screen variables here!
+    framesCounter++;
+
+    if (!done)
+    {
+        if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) 
+        {
+            if (CheckCollisionPointCircle(GetMousePosition(), circlesCenter, innerCircleRadius))
+            {
+                innerCircleRadius += 2;
+            }
+            else if (CheckCollisionPointCircle(GetMousePosition(), circlesCenter, outerCircleRadius))
+            {
+                outerCircleRadius += 2;
+            }
+            else
+            {
+                outerCircleRadius -= 2;
+                
+                if (outerCircleRadius <= 260) outerCircleRadius = 260;  
+            }
+        }
+        else
+        {
+            if (!done)
+            {
+                innerCircleRadius -= 2;
+                if (outerCircleRadius > 300) outerCircleRadius -= 2;
+            }
+        }
+
+        if (innerCircleRadius >= 270) innerCircleRadius = 270;
+        else if (innerCircleRadius <= 40) innerCircleRadius = 40;
+        
+        if (outerCircleRadius >= 600) outerCircleRadius = 600;
+
+        if (innerCircleRadius >= outerCircleRadius)
+        {
+            done = true;
+            PlaySound(levelWin);
+        }
+    }
+    
+    if (done && !levelFinished)
+    {
+        levelTimeSec = framesCounter/60;
+        levelFinished = true;
+        framesCounter = 0;
+    }
+    
+    if (levelFinished)
+    {
+        framesCounter++;
+        
+        if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
+    }
+}
+
+// Level04 Screen Draw logic
+void DrawLevel04Screen(void)
+{
+    // Draw Level04 screen here!
+    //DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GRAY);
+    DrawCircleV(circlesCenter, outerCircleRadius, GRAY);
+    DrawCircleV(circlesCenter, innerCircleRadius, RAYWHITE);
+
+    if (levelFinished)
+    {
+        DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
+        DrawText("LEVEL 04", GetScreenWidth()/2 - MeasureText("LEVEL 04", 30)/2, 20, 30, GRAY);
+        DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
+    }
+    else DrawText("LEVEL 04", GetScreenWidth()/2 - MeasureText("LEVEL 04", 30)/2, 20, 30, LIGHTGRAY);
+}
+
+// Level04 Screen Unload logic
+void UnloadLevel04Screen(void)
+{
+    // TODO: Unload Level04 screen variables here!
+}
+
+// Level04 Screen should finish?
+int FinishLevel04Screen(void)
+{
+    return finishScreen;
+}

+ 185 - 0
games/just_do_GGJ2015/src/screens/screen_level05.c

@@ -0,0 +1,185 @@
+/**********************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   Level05 Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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"
+
+#define NUM_CIRCLES 10
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Level05 screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static Vector2 circleCenter;
+static float circleRadius[NUM_CIRCLES];
+static bool circleLocked[NUM_CIRCLES];
+static Color circleColor[NUM_CIRCLES];
+
+static bool done = false;
+static int levelTimeSec = 0;
+static bool levelFinished = false;
+
+//----------------------------------------------------------------------------------
+// Level05 Screen Functions Definition
+//----------------------------------------------------------------------------------
+static bool CheckColor(Color col1, Color col2);
+
+// Level05 Screen Initialization logic
+void InitLevel05Screen(void)
+{
+    // Initialize Level05 screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    circleCenter = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
+    
+    for (int i = 0; i < NUM_CIRCLES; i++)
+    {
+        circleRadius[i] = 760/NUM_CIRCLES*(NUM_CIRCLES - i);
+        circleLocked[i] = false;
+    }
+    
+    // That's a dirty hack to give sonme coherence to this puzzle...
+    circleColor[9] = GRAY;
+    circleColor[8] = RAYWHITE;
+    circleColor[7] = RAYWHITE;
+    circleColor[6] = GRAY;
+    circleColor[5] = RAYWHITE;
+    circleColor[4] = GRAY;
+    circleColor[3] = GRAY;
+    circleColor[2] = GRAY;
+    circleColor[1] = RAYWHITE;
+    circleColor[0] = GRAY;
+}
+
+// Level05 Screen Update logic
+void UpdateLevel05Screen(void)
+{
+    // Update Level05 screen variables here!
+    framesCounter++;
+
+    if (!done)
+    {
+        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+        {
+            for (int i = NUM_CIRCLES - 1; i >= 0; i--)
+            {
+                if (CheckCollisionPointCircle(GetMousePosition(), circleCenter, circleRadius[i]))
+                {
+                    if (i == 0)
+                    {
+                        if (CheckColor(circleColor[8], GRAY)) circleColor[8] = RAYWHITE;
+                        else circleColor[8] = GRAY;
+                    }
+                    else if (i == 2)
+                    {
+                        if (CheckColor(circleColor[5], GRAY)) circleColor[5] = RAYWHITE;
+                        else circleColor[5] = GRAY;
+                    }
+                    else if (i == 3)
+                    {
+                        if (CheckColor(circleColor[6], GRAY)) circleColor[6] = RAYWHITE;
+                        else circleColor[6] = GRAY;
+                    }
+                    else
+                    {
+                        if (CheckColor(circleColor[i], GRAY)) circleColor[i] = RAYWHITE;
+                        else circleColor[i] = GRAY;
+                    }
+                    return;
+                }
+            }
+        }
+    
+        // Check all cicles done
+        for (int i = 0; i < NUM_CIRCLES; i++)
+        {
+            done = true;
+            
+            if (CheckColor(circleColor[i], RAYWHITE))
+            {
+                done = false;
+                return;
+            }
+            
+            //if (done) PlaySound(levelWin);
+        }
+    }
+
+    if (done && !levelFinished)
+    {
+        levelTimeSec = framesCounter/60;
+        levelFinished = true;
+        framesCounter = 0;
+    }
+    
+    if (levelFinished)
+    {
+        framesCounter++;
+        
+        if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
+    }
+}
+
+// Level05 Screen Draw logic
+void DrawLevel05Screen(void)
+{
+    // Draw Level05 screen
+    for (int i = 0; i < NUM_CIRCLES; i++)
+    {
+        DrawPoly(circleCenter, 64, circleRadius[i], 0.0f, circleColor[i]);
+    }
+    
+    
+    
+    if (levelFinished)
+    {
+        DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
+        DrawText("LEVEL 05", GetScreenWidth()/2 - MeasureText("LEVEL 05", 30)/2, 20, 30, GRAY);
+        DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
+    }
+    else DrawText("LEVEL 05", GetScreenWidth()/2 - MeasureText("LEVEL 05", 30)/2, 20, 30, LIGHTGRAY);
+}
+
+// Level05 Screen Unload logic
+void UnloadLevel05Screen(void)
+{
+    // TODO: Unload Level05 screen variables here!
+}
+
+// Level05 Screen should finish?
+int FinishLevel05Screen(void)
+{
+    return finishScreen;
+}
+
+static bool CheckColor(Color col1, Color col2)
+{
+    return ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a));
+}

+ 156 - 0
games/just_do_GGJ2015/src/screens/screen_level06.c

@@ -0,0 +1,156 @@
+/**********************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   Level06 Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Level06 screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static Rectangle centerRec;
+
+static Rectangle movingRecs[4];
+static int speedRecs[4];
+static bool stoppedRec[4];
+static int mouseOverNum = -1;
+
+static bool done = false;
+static int levelTimeSec = 0;
+static bool levelFinished = false;
+
+//----------------------------------------------------------------------------------
+// Level06 Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Level06 Screen Initialization logic
+void InitLevel06Screen(void)
+{
+    // Initialize Level06 screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    centerRec = (Rectangle){ GetScreenWidth()/2 - 100, 0, 200, GetScreenHeight() };
+    
+    for (int i = 0; i < 4; i++)
+    {
+        movingRecs[i] = (Rectangle){ GetRandomValue(0, 5)*150, (i*150) + 90, 100, 100 };
+        stoppedRec[i] = false;
+        speedRecs[i] = GetRandomValue(4, 8);
+    }
+}
+
+// Level06 Screen Update logic
+void UpdateLevel06Screen(void)
+{
+    // Update Level06 screen variables here!
+    framesCounter++;
+
+    if (!done)
+    {
+        for (int i = 0; i < 4; i++)
+        {
+            if (!stoppedRec[i]) movingRecs[i].x += speedRecs[i];
+            
+            if (movingRecs[i].x >= GetScreenWidth()) movingRecs[i].x = -movingRecs[i].width;
+            
+            if (CheckCollisionPointRec(GetMousePosition(), movingRecs[i]))
+            {
+                mouseOverNum = i;
+                
+                if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+                {
+                    if (i == 0) stoppedRec[3] = !stoppedRec[3];
+                    else if (i == 1) stoppedRec[2] = !stoppedRec[2];
+                    else if (i == 2) stoppedRec[0] = !stoppedRec[0];
+                    else if (i == 3) stoppedRec[1] = !stoppedRec[1];
+                }
+            }
+        }
+
+        // Check if all boxes are aligned
+        if (((movingRecs[0].x > centerRec.x) && ((movingRecs[0].x + movingRecs[0].width) < (centerRec.x + centerRec.width))) &&
+            ((movingRecs[1].x > centerRec.x) && ((movingRecs[1].x + movingRecs[1].width) < (centerRec.x + centerRec.width))) &&
+            ((movingRecs[2].x > centerRec.x) && ((movingRecs[2].x + movingRecs[2].width) < (centerRec.x + centerRec.width))) &&
+            ((movingRecs[3].x > centerRec.x) && ((movingRecs[3].x + movingRecs[3].width) < (centerRec.x + centerRec.width))))
+        {
+            done = true;
+            PlaySound(levelWin);
+        }
+    }
+
+    
+    if (done && !levelFinished)
+    {
+        levelTimeSec = framesCounter/60;
+        levelFinished = true;
+        framesCounter = 0;
+    }
+    
+    if (levelFinished)
+    {
+        framesCounter++;
+        
+        if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
+    }
+}
+
+// Level06 Screen Draw logic
+void DrawLevel06Screen(void)
+{
+    // Draw Level06 screen
+    DrawRectangleRec(centerRec, LIGHTGRAY);
+    
+    for (int i = 0; i < 4; i++)
+    {
+        DrawRectangleRec(movingRecs[i], GRAY);
+    }
+    
+    if (!done & (mouseOverNum >= 0)) DrawRectangleLines(movingRecs[mouseOverNum].x - 5, movingRecs[mouseOverNum].y - 5, movingRecs[mouseOverNum].width + 10, movingRecs[mouseOverNum].height + 10, Fade(LIGHTGRAY, 0.8f));
+        
+    if (levelFinished)
+    {
+        DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
+        DrawText("LEVEL 06", GetScreenWidth()/2 - MeasureText("LEVEL 06", 30)/2, 20, 30, GRAY);
+        DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
+    }
+    else DrawText("LEVEL 06", GetScreenWidth()/2 - MeasureText("LEVEL 06", 30)/2, 20, 30, LIGHTGRAY);
+}
+
+// Level06 Screen Unload logic
+void UnloadLevel06Screen(void)
+{
+    // TODO: Unload Level06 screen variables here!
+}
+
+// Level06 Screen should finish?
+int FinishLevel06Screen(void)
+{
+    return finishScreen;
+}

+ 178 - 0
games/just_do_GGJ2015/src/screens/screen_level07.c

@@ -0,0 +1,178 @@
+/**********************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   Level07 Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Level07 screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static Vector2 leftCirclePos, middleCirclePos, rightCirclePos;
+static Vector2 leftBtnPos, middleBtnPos, rightBtnPos;
+static float circleRadius = 100;
+static float btnRadius = 80;
+
+static bool leftCircleActive, middleCircleActive, rightCircleActive;
+static Color leftCircleColor, middleCircleColor, rightCircleColor;
+
+static bool done = false;
+static int levelTimeSec = 0;
+static bool levelFinished = false;
+
+//----------------------------------------------------------------------------------
+// Level07 Screen Functions Definition
+//----------------------------------------------------------------------------------
+static bool CheckColor(Color col1, Color col2);
+
+// Level07 Screen Initialization logic
+void InitLevel07Screen(void)
+{
+    // Initialize Level07 screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    leftCirclePos = (Vector2){ GetScreenWidth()/2 - 340, GetScreenHeight()/2 - 100 };
+    middleCirclePos = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 - 100 };
+    rightCirclePos = (Vector2){ GetScreenWidth()/2 + 340, GetScreenHeight()/2 - 100 };
+
+    leftBtnPos = (Vector2){ GetScreenWidth()/2 - 340, GetScreenHeight()/2 + 120 };
+    middleBtnPos = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 + 120 };
+    rightBtnPos = (Vector2){ GetScreenWidth()/2 + 340, GetScreenHeight()/2 + 120 };
+    
+    leftCircleActive = false;
+    middleCircleActive = true;
+    rightCircleActive = false;
+    
+    leftCircleColor = GRAY;
+    middleCircleColor = GRAY;
+    rightCircleColor = GRAY;
+}
+
+// Level07 Screen Update logic
+void UpdateLevel07Screen(void)
+{
+    // Update Level07 screen variables here!
+    framesCounter++;
+    
+    if (!done)
+    {
+        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+        {
+            if (CheckCollisionPointCircle(GetMousePosition(), leftBtnPos, btnRadius)) leftCircleActive = !leftCircleActive;
+            else if (CheckCollisionPointCircle(GetMousePosition(), middleBtnPos, btnRadius)) middleCircleActive = !middleCircleActive;
+            else if (CheckCollisionPointCircle(GetMousePosition(), rightBtnPos, btnRadius)) rightCircleActive = !rightCircleActive;
+            
+            if (rightCircleActive && CheckCollisionPointCircle(GetMousePosition(), leftCirclePos, circleRadius))
+            {
+                if (CheckColor(leftCircleColor, GRAY)) leftCircleColor = LIGHTGRAY;
+                else leftCircleColor = GRAY;
+            }
+            
+            if (middleCircleActive && CheckCollisionPointCircle(GetMousePosition(), middleCirclePos, circleRadius))
+            {
+                if (CheckColor(middleCircleColor, GRAY)) middleCircleColor = LIGHTGRAY;
+                else middleCircleColor = GRAY;
+            }
+            
+            if (rightCircleActive && leftCircleActive && CheckCollisionPointCircle(GetMousePosition(), rightCirclePos, circleRadius))
+            {
+                if (CheckColor(rightCircleColor, GRAY)) rightCircleColor = LIGHTGRAY;
+                else rightCircleColor = GRAY;
+            }
+        }
+    
+        // Check all cicles done
+        if (CheckColor(leftCircleColor, LIGHTGRAY) && CheckColor(middleCircleColor, LIGHTGRAY) && CheckColor(rightCircleColor, LIGHTGRAY) &&
+            !leftCircleActive && !middleCircleActive && !rightCircleActive)
+        {
+            done = true;
+            PlaySound(levelWin);
+        }
+    }
+    
+    if (done && !levelFinished)
+    {
+        levelTimeSec = framesCounter/60;
+        levelFinished = true;
+        framesCounter = 0;
+    }
+    
+    if (levelFinished)
+    {
+        framesCounter++;
+        
+        if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
+    }
+}
+
+// Level07 Screen Draw logic
+void DrawLevel07Screen(void)
+{
+    // Draw Level07 screen here!
+    DrawCircleV(leftCirclePos, circleRadius, leftCircleColor);
+    DrawCircleV(middleCirclePos, circleRadius, middleCircleColor);
+    DrawCircleV(rightCirclePos, circleRadius, rightCircleColor);
+    
+    if (leftCircleActive) DrawCircleV(leftBtnPos, btnRadius, GRAY);
+    else DrawCircleV(leftBtnPos, btnRadius, LIGHTGRAY);
+    
+    if (middleCircleActive) DrawCircleV(middleBtnPos, btnRadius, GRAY);
+    else DrawCircleV(middleBtnPos, btnRadius, LIGHTGRAY);
+    
+    if (rightCircleActive) DrawCircleV(rightBtnPos, btnRadius, GRAY);
+    else DrawCircleV(rightBtnPos, btnRadius, LIGHTGRAY);
+    
+    
+    
+    if (levelFinished)
+    {
+        DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
+        DrawText("LEVEL 07", GetScreenWidth()/2 - MeasureText("LEVEL 07", 30)/2, 20, 30, GRAY);
+        DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
+    }
+    else DrawText("LEVEL 07", GetScreenWidth()/2 - MeasureText("LEVEL 07", 30)/2, 20, 30, LIGHTGRAY);
+}
+
+// Level07 Screen Unload logic
+void UnloadLevel07Screen(void)
+{
+    // TODO: Unload Level07 screen variables here!
+}
+
+// Level07 Screen should finish?
+int FinishLevel07Screen(void)
+{
+    return finishScreen;
+}
+
+static bool CheckColor(Color col1, Color col2)
+{
+    return ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a));
+}

+ 157 - 0
games/just_do_GGJ2015/src/screens/screen_level08.c

@@ -0,0 +1,157 @@
+/**********************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   Level08 Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Level08 screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static Rectangle leftColumnRec, middleColumnRec, rightColumnRec;
+static Rectangle movingBox;
+static int moveSpeed = 4;
+
+static bool leftColumnActive, middleColumnActive, rightColumnActive;
+
+static bool done = false;
+static int levelTimeSec = 0;
+static bool levelFinished = false;
+
+//----------------------------------------------------------------------------------
+// Level08 Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Level08 Screen Initialization logic
+void InitLevel08Screen(void)
+{
+    // TODO: Initialize Level08 screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    movingBox = (Rectangle){ 20, GetScreenHeight()/2 - 20, 40, 40 };
+    
+    leftColumnRec = (Rectangle){ 240, 0, 100, GetScreenHeight() };
+    middleColumnRec = (Rectangle){ GetScreenWidth()/2 - 50, 0, 100, GetScreenHeight() };
+    rightColumnRec = (Rectangle){ 920, 0, 100, GetScreenHeight() };
+    
+    leftColumnActive = true;
+    middleColumnActive = false;
+    rightColumnActive = true;
+}
+
+// Level08 Screen Update logic
+void UpdateLevel08Screen(void)
+{
+    // Update Level08 screen variables here!
+    framesCounter++;
+    
+    if (!done)
+    {
+        movingBox.x += moveSpeed;
+        
+        if (movingBox.x <= 0) moveSpeed *= -1;
+            
+        if ((leftColumnActive && (CheckCollisionRecs(leftColumnRec, movingBox))) ||
+            (middleColumnActive && (CheckCollisionRecs(middleColumnRec, movingBox))) ||
+            (rightColumnActive && (CheckCollisionRecs(rightColumnRec, movingBox)))) moveSpeed *= -1;
+
+        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+        {
+            if (CheckCollisionPointRec(GetMousePosition(), leftColumnRec))
+            {
+                middleColumnActive = false;
+                rightColumnActive = true;
+            }
+            else if (CheckCollisionPointRec(GetMousePosition(), middleColumnRec))
+            {
+                rightColumnActive = false;
+                leftColumnActive = true;
+            }
+            else if (CheckCollisionPointRec(GetMousePosition(), rightColumnRec))
+            {
+                leftColumnActive = false;
+                middleColumnActive = true;
+            }
+        }
+    
+        if (movingBox.x >= 1100)
+        {
+            done = true;
+            PlaySound(levelWin);
+        }
+    }
+        
+    if (done && !levelFinished)
+    {
+        levelTimeSec = framesCounter/60;
+        levelFinished = true;
+        framesCounter = 0;
+    }
+    
+    if (levelFinished)
+    {
+        framesCounter++;
+        
+        if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
+    }
+}
+
+// Level08 Screen Draw logic
+void DrawLevel08Screen(void)
+{
+    // Draw Level08 screen
+    DrawRectangle(1100, GetScreenHeight()/2 - 20, 40, 40, GRAY);
+
+    DrawRectangleRec(movingBox, LIGHTGRAY);
+    
+    if (leftColumnActive) DrawRectangleRec(leftColumnRec, GRAY);
+    if (middleColumnActive) DrawRectangleRec(middleColumnRec, GRAY);
+    if (rightColumnActive) DrawRectangleRec(rightColumnRec, GRAY);
+
+    if (levelFinished)
+    {
+        DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
+        DrawText("LEVEL 08", GetScreenWidth()/2 - MeasureText("LEVEL 08", 30)/2, 20, 30, GRAY);
+        DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
+    }
+    else DrawText("LEVEL 08", GetScreenWidth()/2 - MeasureText("LEVEL 08", 30)/2, 20, 30, LIGHTGRAY);
+}
+
+// Level08 Screen Unload logic
+void UnloadLevel08Screen(void)
+{
+    // TODO: Unload Level08 screen variables here!
+}
+
+// Level08 Screen should finish?
+int FinishLevel08Screen(void)
+{
+    return finishScreen;
+}

+ 199 - 0
games/just_do_GGJ2015/src/screens/screen_level09.c

@@ -0,0 +1,199 @@
+/**********************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   Level09 Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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"
+
+#define NUM_BOXES   21
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Level09 screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static Rectangle bwRecs[NUM_BOXES];
+static Color bwColors[NUM_BOXES];
+static bool activated[NUM_BOXES];
+static int resetCounter = 0;
+static bool enableCounter = 0;
+
+static bool done = false;
+static int levelTimeSec = 0;
+static bool levelFinished = false;
+
+//----------------------------------------------------------------------------------
+// Level09 Screen Functions Definition
+//----------------------------------------------------------------------------------
+static bool CheckColor(Color col1, Color col2);
+
+// Level09 Screen Initialization logic
+void InitLevel09Screen(void)
+{
+    // Initialize Level09 screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    for (int i = 0; i < NUM_BOXES; i++)
+    {
+        bwRecs[i].x = GetScreenWidth()/7*(i%7);
+        bwRecs[i].y = GetScreenHeight()/3*(i/7);
+        bwRecs[i].width = GetScreenWidth()/7;
+        bwRecs[i].height = GetScreenHeight()/3;
+        
+        activated[i] = false;
+        
+        if (i%2 == 0) bwColors[i] = LIGHTGRAY;
+        else bwColors[i] = GRAY;
+    }
+    
+    bwColors[10] = RAYWHITE;
+}
+
+// Level09 Screen Update logic
+void UpdateLevel09Screen(void)
+{
+    // Update Level09 screen variables here!
+    framesCounter++;
+    if (enableCounter) resetCounter++;
+    
+    if (!done)
+    {
+        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+        {
+            for (int i = 0; i < NUM_BOXES; i++)
+            {
+                if (CheckCollisionPointRec(GetMousePosition(), bwRecs[i]))
+                {               
+                    if (i == 10)
+                    {
+                        if (CheckColor(bwColors[i], RAYWHITE))
+                        {
+                            bwColors[i] = LIGHTGRAY;
+                            enableCounter = true;
+                            resetCounter = 0;
+                            activated[1] = true;
+                        }
+                        else
+                        {
+                            bwColors[i] = RAYWHITE;
+                            enableCounter = false;
+                            resetCounter = 5*60;
+                            
+                            for (int i = 0; i < NUM_BOXES; i++) activated[i] = false;
+                        }
+                    }
+                    else if ((i%2 == 1) && enableCounter)
+                    {
+                        if (activated[i])
+                        {
+                            bwColors[i] = LIGHTGRAY;
+                            if (i != 19) activated[i + 2] = true;
+                        }
+                    }
+                }
+            }
+        }
+        
+        if (resetCounter > (4*60 + 10))
+        {
+            for (int i = 0; i < NUM_BOXES; i++)
+            {
+                if (i%2 == 0) bwColors[i] = LIGHTGRAY;
+                else bwColors[i] = GRAY;
+                
+                activated[i] = false;
+            }
+        
+            bwColors[10] = RAYWHITE;
+            enableCounter = false;
+            resetCounter = 0;
+        }
+    
+        for (int i = 0; i < NUM_BOXES; i++)
+        {
+            done = true;
+            
+            if (!CheckColor(bwColors[i], LIGHTGRAY))
+            {
+                done = false;
+                return;
+            }
+            
+            //if (done) PlaySound(levelWin);
+        }
+    }
+
+    if (done && !levelFinished)
+    {
+        levelTimeSec = framesCounter/60;
+        levelFinished = true;
+        framesCounter = 0;
+    }
+    
+    if (levelFinished)
+    {
+        framesCounter++;
+        
+        if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
+    }
+}
+
+// Level09 Screen Draw logic
+void DrawLevel09Screen(void)
+{
+    // Draw Level09 screen
+    for (int i = 0; i < NUM_BOXES; i++) 
+    {
+        DrawRectangleRec(bwRecs[i], bwColors[i]);
+    }
+    
+    if (levelFinished)
+    {
+        DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(RAYWHITE, 0.6f));
+        DrawText("LEVEL 09", GetScreenWidth()/2 - MeasureText("LEVEL 09", 30)/2, 20, 30, GRAY);
+        DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
+    }
+    else DrawText("LEVEL 09", GetScreenWidth()/2 - MeasureText("LEVEL 09", 30)/2, 20, 30, LIGHTGRAY);
+}
+
+// Level09 Screen Unload logic
+void UnloadLevel09Screen(void)
+{
+    // TODO: Unload Level09 screen variables here!
+}
+
+// Level09 Screen should finish?
+int FinishLevel09Screen(void)
+{
+    return finishScreen;
+}
+
+static bool CheckColor(Color col1, Color col2)
+{
+    return ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a));
+}

+ 153 - 0
games/just_do_GGJ2015/src/screens/screen_level10.c

@@ -0,0 +1,153 @@
+/**********************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   Level10 Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Level10 screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static Rectangle leftColumnRec, middleColumnRec, rightColumnRec;
+static Rectangle movingBox;
+static int moveSpeed = 4;
+
+static bool leftColumnActive, middleColumnActive, rightColumnActive;
+
+static bool done = false;
+static int levelTimeSec = 0;
+static bool levelFinished = false;
+
+//----------------------------------------------------------------------------------
+// Level10 Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Level10 Screen Initialization logic
+void InitLevel10Screen(void)
+{
+    // TODO: Initialize Level10 screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    movingBox = (Rectangle){ 20, GetScreenHeight()/2 - 20, 40, 40 };
+    
+    leftColumnRec = (Rectangle){ 240, 0, 100, GetScreenHeight() };
+    middleColumnRec = (Rectangle){ GetScreenWidth()/2 - 50, 0, 100, GetScreenHeight() };
+    rightColumnRec = (Rectangle){ 920, 0, 100, GetScreenHeight() };
+    
+    leftColumnActive = true;
+    middleColumnActive = false;
+    rightColumnActive = true;
+}
+
+// Level10 Screen Update logic
+void UpdateLevel10Screen(void)
+{
+    // Update Level10 screen variables here!
+    framesCounter++;
+    
+    if (!done)
+    {
+        movingBox.x += moveSpeed;
+        
+        if (movingBox.x <= 0) moveSpeed *= -1;
+            
+        if ((leftColumnActive && (CheckCollisionRecs(leftColumnRec, movingBox))) ||
+            (middleColumnActive && (CheckCollisionRecs(middleColumnRec, movingBox))) ||
+            (rightColumnActive && (CheckCollisionRecs(rightColumnRec, movingBox)))) moveSpeed *= -1;
+
+        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+        {
+            if (CheckCollisionPointRec(GetMousePosition(), leftColumnRec))
+            {
+                middleColumnActive = false;
+                rightColumnActive = true;
+            }
+            else if (CheckCollisionPointRec(GetMousePosition(), middleColumnRec))
+            {
+                rightColumnActive = false;
+                leftColumnActive = true;
+            }
+            else if (CheckCollisionPointRec(GetMousePosition(), rightColumnRec))
+            {
+                leftColumnActive = false;
+                middleColumnActive = true;
+            }
+        }
+    }
+    
+    if (movingBox.x >= 1100) done = true;
+        
+    if (done && !levelFinished)
+    {
+        levelTimeSec = framesCounter/60;
+        levelFinished = true;
+        framesCounter = 0;
+    }
+    
+    if (levelFinished)
+    {
+        framesCounter++;
+        
+        if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
+    }
+}
+
+// Level10 Screen Draw logic
+void DrawLevel10Screen(void)
+{
+    // Draw Level10 screen
+    DrawRectangle(1100, GetScreenHeight()/2 - 20, 40, 40, GRAY);
+
+    DrawRectangleRec(movingBox, LIGHTGRAY);
+    
+    if (leftColumnActive) DrawRectangleRec(leftColumnRec, GRAY);
+    if (middleColumnActive) DrawRectangleRec(middleColumnRec, GRAY);
+    if (rightColumnActive) DrawRectangleRec(rightColumnRec, GRAY);
+
+    if (levelFinished)
+    {
+        DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
+        DrawText("LEVEL 08", GetScreenWidth()/2 - MeasureText("LEVEL 08", 30)/2, 20, 30, GRAY);
+        DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
+    }
+    else DrawText("LEVEL 08", GetScreenWidth()/2 - MeasureText("LEVEL 08", 30)/2, 20, 30, LIGHTGRAY);
+}
+
+// Level10 Screen Unload logic
+void UnloadLevel10Screen(void)
+{
+    // TODO: Unload Level10 screen variables here!
+}
+
+// Level10 Screen should finish?
+int FinishLevel10Screen(void)
+{
+    return finishScreen;
+}

+ 227 - 0
games/just_do_GGJ2015/src/screens/screen_logo.c

@@ -0,0 +1,227 @@
+/**********************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   Logo Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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"
+
+#include <string.h>
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Logo screen global variables
+static int framesCounter;
+static int finishScreen;
+
+const char msgLogoA[64] = "A simple and easy-to-use library";
+const char msgLogoB[64] = "to learn videogames programming";
+
+int logoPositionX;
+int logoPositionY;
+
+int raylibLettersCount = 0;
+
+int topSideRecWidth = 16;
+int leftSideRecHeight = 16;
+
+int bottomSideRecWidth = 16;
+int rightSideRecHeight = 16;
+
+char raylib[8] = "       \0";   // raylib text array, max 8 letters
+
+int logoScreenState = 0;        // Tracking animation states (State Machine)
+bool msgLogoADone = false;
+bool msgLogoBDone = false;
+
+int lettersCounter = 0;
+char msgBuffer[128] = { ' ' };
+
+//----------------------------------------------------------------------------------
+// Logo Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Logo Screen Initialization logic
+void InitLogoScreen(void)
+{
+    // Initialize LOGO screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    logoPositionX = GetScreenWidth()/2 - 128;
+    logoPositionY = GetScreenHeight()/2 - 128;
+}
+
+// Logo Screen Update logic
+void UpdateLogoScreen(void)
+{
+    // Update LOGO screen
+    framesCounter++;    // Count frames
+    
+    // Update LOGO screen variables
+    if (logoScreenState == 0)                 // State 0: Small box blinking
+    {
+        framesCounter++;
+
+        if (framesCounter == 120)
+        {
+            logoScreenState = 1;
+            framesCounter = 0;      // Reset counter... will be used later...
+        }
+    }
+    else if (logoScreenState == 1)            // State 1: Top and left bars growing
+    {
+        topSideRecWidth += 4;
+        leftSideRecHeight += 4;
+
+        if (topSideRecWidth == 256) logoScreenState = 2;
+    }
+    else if (logoScreenState == 2)            // State 2: Bottom and right bars growing
+    {
+        bottomSideRecWidth += 4;
+        rightSideRecHeight += 4;
+
+        if (bottomSideRecWidth == 256)
+        {
+            lettersCounter = 0;
+            for (int i = 0; i < strlen(msgBuffer); i++) msgBuffer[i] = ' ';
+
+            logoScreenState = 3;
+        }
+    }
+    else if (logoScreenState == 3)            // State 3: Letters appearing (one by one)
+    {
+        framesCounter++;
+
+        // Every 12 frames, one more letter!
+        if ((framesCounter%12) == 0) raylibLettersCount++;
+
+        switch (raylibLettersCount)
+        {
+            case 1: raylib[0] = 'r'; break;
+            case 2: raylib[1] = 'a'; break;
+            case 3: raylib[2] = 'y'; break;
+            case 4: raylib[3] = 'l'; break;
+            case 5: raylib[4] = 'i'; break;
+            case 6: raylib[5] = 'b'; break;
+            default: break;
+        }
+
+        if (raylibLettersCount >= 10)
+        {
+            // Write raylib description messages
+            if ((framesCounter%2) == 0) lettersCounter++;
+
+            if (!msgLogoADone)
+            {
+                if (lettersCounter <= strlen(msgLogoA)) strncpy(msgBuffer, msgLogoA, lettersCounter);
+                else
+                {
+                    for (int i = 0; i < strlen(msgBuffer); i++) msgBuffer[i] = ' ';
+
+                    lettersCounter = 0;
+                    msgLogoADone = true;
+                }
+            }
+            else if (!msgLogoBDone)
+            {
+                if (lettersCounter <= strlen(msgLogoB)) strncpy(msgBuffer, msgLogoB, lettersCounter);
+                else
+                {
+                    msgLogoBDone = true;
+                    framesCounter = 0;
+                    PlaySound(levelWin);
+                }
+            }
+        }
+    }
+
+    // Wait for 2 seconds (60 frames) before jumping to TITLE screen
+    if (msgLogoBDone)
+    {
+        framesCounter++;
+        
+        if (framesCounter > 90) finishScreen = true;
+    }
+}
+
+// Logo Screen Draw logic
+void DrawLogoScreen(void)
+{
+    // Draw LOGO screen
+    if (logoScreenState == 0)
+    {
+        if ((framesCounter/15)%2) DrawRectangle(logoPositionX, logoPositionY - 60, 16, 16, BLACK);
+    }
+    else if (logoScreenState == 1)
+    {
+        DrawRectangle(logoPositionX, logoPositionY - 60, topSideRecWidth, 16, BLACK);
+        DrawRectangle(logoPositionX, logoPositionY - 60, 16, leftSideRecHeight, BLACK);
+    }
+    else if (logoScreenState == 2)
+    {
+        DrawRectangle(logoPositionX, logoPositionY - 60, topSideRecWidth, 16, BLACK);
+        DrawRectangle(logoPositionX, logoPositionY - 60, 16, leftSideRecHeight, BLACK);
+
+        DrawRectangle(logoPositionX + 240, logoPositionY - 60, 16, rightSideRecHeight, BLACK);
+        DrawRectangle(logoPositionX, logoPositionY + 240 - 60, bottomSideRecWidth, 16, BLACK);
+    }
+    else if (logoScreenState == 3)
+    {         
+        DrawRectangle(logoPositionX, logoPositionY - 60, topSideRecWidth, 16, BLACK);
+        DrawRectangle(logoPositionX, logoPositionY + 16 - 60, 16, leftSideRecHeight - 32, BLACK);
+
+        DrawRectangle(logoPositionX + 240, logoPositionY + 16 - 60, 16, rightSideRecHeight - 32, BLACK);
+        DrawRectangle(logoPositionX, logoPositionY + 240 - 60, bottomSideRecWidth, 16, BLACK);
+
+        DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112 - 60, 224, 224, RAYWHITE);
+
+        DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48 - 60, 50, BLACK);
+
+        if (!msgLogoADone) DrawText(msgBuffer, GetScreenWidth()/2 - MeasureText(msgLogoA, 30)/2, logoPositionY + 230, 30, GRAY);
+        else
+        {
+            DrawText(msgLogoA, GetScreenWidth()/2 - MeasureText(msgLogoA, 30)/2, logoPositionY + 230, 30, GRAY);
+
+            if (!msgLogoBDone) DrawText(msgBuffer, GetScreenWidth()/2 - MeasureText(msgLogoB, 30)/2, logoPositionY + 280, 30, GRAY);
+            else
+            {
+                DrawText(msgLogoB, GetScreenWidth()/2 - MeasureText(msgLogoA, 30)/2, logoPositionY + 280, 30, GRAY);
+            }
+        }
+    }
+}
+
+// Logo Screen Unload logic
+void UnloadLogoScreen(void)
+{
+    // TODO: Unload LOGO screen variables here!
+}
+
+// Logo Screen should finish?
+int FinishLogoScreen(void)
+{
+    return finishScreen;
+}

+ 150 - 0
games/just_do_GGJ2015/src/screens/screens.h

@@ -0,0 +1,150 @@
+/**********************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   Screens Functions Declarations (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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.
+*
+**********************************************************************************************/
+
+#ifndef SCREENS_H
+#define SCREENS_H
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef enum GameScreen { LOGO, LEVEL00, LEVEL01, LEVEL02, LEVEL03, LEVEL04, LEVEL05, LEVEL06, LEVEL07, LEVEL08, LEVEL09 } GameScreen;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+GameScreen currentScreen;
+Sound levelWin;
+
+#ifdef __cplusplus
+extern "C" {            // Prevents name mangling of functions
+#endif
+
+//----------------------------------------------------------------------------------
+// Logo Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitLogoScreen(void);
+void UpdateLogoScreen(void);
+void DrawLogoScreen(void);
+void UnloadLogoScreen(void);
+int FinishLogoScreen(void);
+
+//----------------------------------------------------------------------------------
+// Level00 Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitLevel00Screen(void);
+void UpdateLevel00Screen(void);
+void DrawLevel00Screen(void);
+void UnloadLevel00Screen(void);
+int FinishLevel00Screen(void);
+
+//----------------------------------------------------------------------------------
+// Level01 Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitLevel01Screen(void);
+void UpdateLevel01Screen(void);
+void DrawLevel01Screen(void);
+void UnloadLevel01Screen(void);
+int FinishLevel01Screen(void);
+
+//----------------------------------------------------------------------------------
+// Level02 Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitLevel02Screen(void);
+void UpdateLevel02Screen(void);
+void DrawLevel02Screen(void);
+void UnloadLevel02Screen(void);
+int FinishLevel02Screen(void);
+
+//----------------------------------------------------------------------------------
+// Level03 Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitLevel03Screen(void);
+void UpdateLevel03Screen(void);
+void DrawLevel03Screen(void);
+void UnloadLevel03Screen(void);
+int FinishLevel03Screen(void);
+
+//----------------------------------------------------------------------------------
+// Level04 Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitLevel04Screen(void);
+void UpdateLevel04Screen(void);
+void DrawLevel04Screen(void);
+void UnloadLevel04Screen(void);
+int FinishLevel04Screen(void);
+
+//----------------------------------------------------------------------------------
+// Level05 Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitLevel05Screen(void);
+void UpdateLevel05Screen(void);
+void DrawLevel05Screen(void);
+void UnloadLevel05Screen(void);
+int FinishLevel05Screen(void);
+
+//----------------------------------------------------------------------------------
+// Level06 Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitLevel06Screen(void);
+void UpdateLevel06Screen(void);
+void DrawLevel06Screen(void);
+void UnloadLevel06Screen(void);
+int FinishLevel06Screen(void);
+
+//----------------------------------------------------------------------------------
+// Level07 Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitLevel07Screen(void);
+void UpdateLevel07Screen(void);
+void DrawLevel07Screen(void);
+void UnloadLevel07Screen(void);
+int FinishLevel07Screen(void);
+
+//----------------------------------------------------------------------------------
+// Level08 Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitLevel08Screen(void);
+void UpdateLevel08Screen(void);
+void DrawLevel08Screen(void);
+void UnloadLevel08Screen(void);
+int FinishLevel08Screen(void);
+
+//----------------------------------------------------------------------------------
+// Level09 Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitLevel09Screen(void);
+void UpdateLevel09Screen(void);
+void DrawLevel09Screen(void);
+void UnloadLevel09Screen(void);
+int FinishLevel09Screen(void);
+
+
+void DrawRectangleBordersRec(Rectangle rec, int offsetX, int offsetY, int borderSize, Color col);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // SCREENS_H