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global.h
executable file
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global.h
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list<Object> roots = list<Object>();
list<Object>::iterator rootit;
list<Object*> draws = list<Object*>();
list<Object*>::iterator drawit;
Object* o;
Object* robuffer;
ofstream outfile ("test.txt");
//move
list<Move*>::iterator shotit;
list<Move*>::iterator hitit;
list<Move*> shotlist = list<Move*>();
list<Move*> hitlist = list<Move*>();
list<Move*> bulletlist = list<Move*>();
list<Move*> targetlist = list<Move*>();
list<Move*> laserlist = list<Move*>();
//list<Move*>::iterator targetit;
//list<Move*>::iterator bulletit;
HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application
short TEXTURES = 1000;
GLuint texture[1000];
bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
bool masking=TRUE; // Masking On/Off
bool mp; // M Pressed?
bool sp; // Space Pressed?
bool scene; // Which Scene To Draw
short debug, debug2;
int test1;
short pausecounter=0;
//Konstanten
short MASKNUM = 90;
short TEXNUM = 109;
const short COUNTNUM = 8;
const short BEATNUM = 8;
GLuint loop; // Generic Loop Variable
GLfloat roll; // Rolling Texture
unsigned int frame, part, setting, step;
unsigned short count[COUNTNUM], beat[BEATNUM], beatminus[BEATNUM];
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc