unit u_var;

interface

uses zglGui, zglHeader, zglChipmunk, u_player, zglParticleEngine, u_const, Classes;

var
  GameState:Integer = gs_logo;
  Gui: zglTGui;
  fntMain: zglPFont;
  frmMainMenu: zglTForm;
  btnStartGame, btnExit, btnAutors: zglTButton;
  lblAutors: zglTLabel;
  txMouse, txRadar, txRadarDt, txRadarDr: zglPTexture;
  Cam, RCam: zglTCamera2D;
  Player: TPlayer;
  PlFire: TPlayer = nil;
  xxx: single;
  Space: PcpSpace;
  PauseTime: Single;
  LogoTimer: Single;
  pe: TParticleEngine;
  fly: TEffectSet;
  LogoId: Integer = 0;
  snd_logo: integer;
  txPlayer, txNoise, txEnemy: zglPTexture;
  rnd: Byte;

  sndLoop, sndBigCrash, sndExploBig: zglPSound;
  dstrEff: TEffectSet;
  rtarget : zglPRenderTarget;
  stars: array[0..stars_count -1 ] of cpVect;


implementation

end.
