text: #pragma once
  #include "Module.h"
  #include"ModuleSceneIntro.h"
  #include"Asteroid.h"
  #include "Planet.h"
  #include "Ammo.h"
  #include "Animation.h"
  #include "p2DynArray.h"
  #include "Globals.h"
  #include"Collisions.h"
  #include"ModulePlayer.h"
  #include"ModuleTextures.h"
  #define BOUNCER_TIME 200
  
  class ModuleScene;
  
  class ModuleScene : public Module
  {
  public:
  	ModuleScene(Application* app, bool start_enabled = true);
  	~ModuleScene();
  
  	bool Start();
  	update_status Update(float dt)override;
  	bool CleanUp();
  
  public:
  	//FX
  	int shootFx;
  	int destroyFx;
  	int ammoFx;
  	int winFx;
  	int loseFx;
  	int arcadeModeFx;
  	int physicsModeFx;
  	int moonLandingFx;
  	//Fonts
  	char textAsteroids[5] = { "\0" };
  	int font;
  	int fontAsteroids;
  	int contCaution;
  	char textPoints[5] = { "\0" };
  	char textMaxPoints[5] = { "\0" };
  
  	bool canWin;
  	bool absorbed;
  	bool canSeeColliders;
  	float gravity;
  	int asteroids;
  
  	uint points;
  	uint maxPoints;
  
  	Asteroid* asteroid;
  	Asteroid* asteroid2;
  	Asteroid* asteroid3;
  	Asteroid* asteroid4;
  	Asteroid* asteroid5;
  	Asteroid* asteroid6;
  	Asteroid* asteroid7;
  	Asteroid* asteroid8;
  	Asteroid* asteroid9;
  	Asteroid* asteroid10;
  	Asteroid* asteroid11;
  	Asteroid* asteroid12;
  	Asteroid* asteroid13;
  	Asteroid* asteroid14;
  	Asteroid* asteroid15;
  	SDL_Texture* caution;
  	SDL_Texture* nebulosa;
  	SDL_Texture* highScore;
  	SDL_Texture* score;
  	ModulePlayer* player;
  	Planet* earth;
  	Planet* moon;
  	Ammo* maxAmmo;
  	SDL_Texture* fuelBar;
  	SDL_Texture* ammo;
  	SDL_Texture* asteroidTexture;
  
  	SDL_Texture* graphics;
  	PhysBody* background;
  	SDL_Texture* introText;
  	Bouncer bouncer1;
  	Bouncer bouncer2;
  
  	Bouncer side_bouncer1;
  	Bouncer side_bouncer2;
  
  	SDL_Texture* backgroundTexture;
  	SDL_Texture* backgroundTexture2;
  	SDL_Texture* backgroundTexture3;
  
  	SDL_Texture* tex_light_tiny;
  	SDL_Texture* tex_light_medium;
  	SDL_Texture* tex_light_big;
  
  	uint fx_light_tiny;
  	uint fx_light_medium;
  	uint fx_light_big;
  
  	p2DynArray<Light> lights;
  	
  	PhysBody* player_lose;
  	uint player_lose_fx;
  };
  