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Reference
###Types reference Some types are defined in Don't Crush My Castle, here is a small reference to those types:
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log_type: enumeration with the different types of logs (comment,warning,err,fatal_error) defined in [Debug Log](Debug Log)
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tile_type: enumeration that defines the different kinds of tiles (cells in the map)(blocked,road,ground,open_ground or special) defined on Tile
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enemy_animation: enumeration which defines each type of [animation](Al Animation) to use in enemies (idle_anim,up_anim,down_anim,left_anim,right_anim and dead_anim), defined in Enemy
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tile_id: define the data type for a tile id (the id referenced in a tileset and tilemap), currently defined as int in Tileset
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mouse_buttonenumeration that defines the 3 buttons of a mouse (currently unused),input_handler::mouse_button
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spawn_wave defines a wave of enemies, being each element of stack the name of an enemy and the number of them, enemies will appear in the order of the stack elements defined in [game spawner](Game Spawner) as stack<pair<unsigned int,string>>
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tower_id defines an id for a tower (always >=1, 0 reserved for null tile) as an unsigned int in [Game Objects](Game Objects)
###Global variables
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static const tile_id null_tile_id=-1
tile_id defined as -1 to indicate a null_tile id, defined in Tileset -
const double level_ratio=0.3
shows the ratio each level will increase base values (default is 0.3, 30%), defined in Enemy -
const double enemies_spawn_delay=0.1
delay (in seconds) between each enemy spawn defined in [game spawner](Game Spawner) -
const unsigned int check_towers_atk_delay=1
delay (in frames) between checking tower attacks, defined in [game master](Game Master)
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