local M = {}

M.STATE_MENU = 1
M.STATE_CONTROLS = 2
M.STATE_CREDITS = 3
M.STATE_PLAYING = 4
M.STATE_CLEAR = 5
M.STATE_GAMEOVER = 6

M.state = M.STATE_MENU

M.SCR_W = 0
M.SCR_H = 0
M.CANV_W = 0
M.CANV_H = 0
M.TILE_SIZE = 16
M.PIXEL_SIZE = 2

M.MAX_LEVELS = 10
M.GUI_DROP = 50

M.level = 1
M.maxlevel = 1
M.score = 0
M.hiscore = 0

M.scrollpos = vmath.vector3()
M.playerpos = vmath.vector3()

M.timer = {0,0,0,0}

function M.world2tile(p)
	return vmath.vector3(math.floor((p.x + M.TILE_SIZE) / M.TILE_SIZE), math.floor((p.y + M.TILE_SIZE) / M.TILE_SIZE), p.z)
end

function M.tile2world(p)
	return vmath.vector3((p.x * M.TILE_SIZE) - (M.TILE_SIZE / 2), (p.y * M.TILE_SIZE) - (M.TILE_SIZE / 2), p.z)
end

function M.hex2rgba(hex)
	hex = hex:gsub("#","")
	local rgba = vmath.vector4(tonumber("0x"..hex:sub(1,2))/255, tonumber("0x"..hex:sub(3,4))/255, tonumber("0x"..hex:sub(5,6))/255, 1)
	return rgba
end

function M.onscreen(p, m)
	if p.x > M.scrollpos.x - m and
	p.x < M.scrollpos.x + m + M.offset.x * 2 and
	p.y > M.scrollpos.y - m and
	p.y < M.scrollpos.y + m + M.offset.y * 2 then
		return true
	else
		return false
	end
end

return M