#define VOR_GLOBALS_H
#include <SDL.h>
-#include "shape.h"
#include "SFont.h"
struct bangdots {
// is a number starting at between 0 and 50 and counting backward.
float life; // When reduced to 0, set active = 0
};
-struct spacedot {
- // Space dots are harmless background items
- // All are active. When one falls off the edge, another is created at the start.
- float x,y,z;
- Uint16 color;
-};
// ************************************* VARS
// SDL_Surface global variables
extern SFont_Font *g_font;
-extern uint32_t area;
-
// Structure global variables
extern struct enginedots edot[MAXENGINEDOTS], *dotptr;
extern struct bangdots bdot[MAXBANGDOTS], *bdotptr;
-extern struct spacedot sdot[MAXSPACEDOTS];
// Other global variables
extern char topline[1024];
extern char *initerror;
-extern struct shape shipshape;
-extern float shipx,shipy; // X position, 0..XSIZE
-extern float shipdx,shipdy; // Change in X position per tick.
extern float screendx, screendy;
extern float xscroll, yscroll;
-extern float gamerate; // this controls the speed of everything that moves.
extern float yscroll;
extern float scrollvel;
-extern int nships,score,initticks,ticks_since_last, last_ticks;
-extern int gameover;
-extern int maneuver;
-extern int sound_flag, music_flag;
-extern int tail_plume; // display big engine at the back?
-extern int friction; // should there be friction?
+// All movement is based on t_frame.
+// All speeds are pixels/tick, with 20 ticks per second.
+extern float t_frame; // length of this frame (in ticks = 1/20th second)
+
+extern int score;
extern float fadetimer, faderate;
extern int pausedown, paused;