int distro_counter;
timer_type super_bkgd_timer;
float scroll_x;
-int global_frame_counter;
+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<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;
void arrays_free(void)
{
- bad_guys.clear();
- bouncy_distros.clear();
- broken_bricks.clear();
- bouncy_bricks.clear();
- floating_scores.clear();
- upgrades.clear();
- bullets.clear();
+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)