#include <stdlib.h>
#include "scene.h"
-int score;
-int distros;
-int level;
-int next_level;
-int game_pause;
-bool quit;
-int score_multiplier;
-int endpos;
-bool counting_distros;
-int distro_counter;
-timer_type super_bkgd_timer;
-float scroll_x;
-unsigned int global_frame_counter;
-
-std::vector<bouncy_distro_type> bouncy_distros;
-std::vector<broken_brick_type> broken_bricks;
-std::vector<bouncy_brick_type> bouncy_bricks;
-std::vector<BadGuy> bad_guys;
-std::vector<floating_score_type> floating_scores;
-std::vector<upgrade_type> upgrades;
-std::vector<bullet_type> bullets;
-std::vector<ParticleSystem*> particle_systems;
-Player tux;
-texture_type img_box_full;
-texture_type img_box_empty;
-texture_type img_mints;
-texture_type img_coffee;
-texture_type img_super_bkgd;
-texture_type img_red_glow;
-timer_type time_left;
-double frame_ratio;
-
-void arrays_init(void)
-{
-}
-
-void arrays_free(void)
-{
-bad_guys.clear();
-bouncy_distros.clear();
-broken_bricks.clear();
-bouncy_bricks.clear();
-floating_scores.clear();
-upgrades.clear();
-bullets.clear();
-std::vector<ParticleSystem*>::iterator i;
-for(i = particle_systems.begin(); i != particle_systems.end(); ++i) {
- delete *i;
-}
-particle_systems.clear();
-}
-
-void set_defaults(void)
-{
- /* Set defaults: */
-
- scroll_x = 0;
-
- score_multiplier = 1;
- timer_init(&super_bkgd_timer, true);
-
- counting_distros = false;
- distro_counter = 0;
-
- endpos = 0;
-
- /* set current song/music */
- set_current_music(LEVEL_MUSIC);
-}
-
-void add_score(float x, float y, int s)
-{
- score += s;
+PlayerStatus player_status;
- floating_score_type new_floating_score;
- floating_score_init(&new_floating_score,x,y,s);
- floating_scores.push_back(new_floating_score);
-}
-
-void add_bouncy_distro(float x, float y)
-{
-
- bouncy_distro_type new_bouncy_distro;
- bouncy_distro_init(&new_bouncy_distro,x,y);
- bouncy_distros.push_back(new_bouncy_distro);
-}
-
-void add_broken_brick(float x, float y)
-{
- add_broken_brick_piece(x, y, -1, -4);
- add_broken_brick_piece(x, y + 16, -1.5, -3);
-
- add_broken_brick_piece(x + 16, y, 1, -4);
- add_broken_brick_piece(x + 16, y + 16, 1.5, -3);
-}
-
-void add_broken_brick_piece(float x, float y, float xm, float ym)
-{
- broken_brick_type new_broken_brick;
- broken_brick_init(&new_broken_brick,x,y,xm,ym);
- broken_bricks.push_back(new_broken_brick);
-}
-
-void add_bouncy_brick(float x, float y)
-{
- bouncy_brick_type new_bouncy_brick;
- bouncy_brick_init(&new_bouncy_brick,x,y);
- bouncy_bricks.push_back(new_bouncy_brick);
-}
-
-void add_bad_guy(float x, float y, BadGuyKind kind)
-{
- BadGuy new_bad_guy;
- new_bad_guy.init(x,y,kind);
- bad_guys.push_back(new_bad_guy);
-}
-
-void add_upgrade(float x, float y, int dir, int kind)
-{
- upgrade_type new_upgrade;
- upgrade_init(&new_upgrade,x,y,dir,kind);
- upgrades.push_back(new_upgrade);
-}
+// FIXME: Move this into a view class
+float scroll_x;
-void add_bullet(float x, float y, float xm, int dir)
-{
- bullet_type new_bullet;
- bullet_init(&new_bullet,x,y,xm,dir);
- bullets.push_back(new_bullet);
-
- play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
-}
+unsigned int global_frame_counter;
// EOF //