int main(int argc, char** argv) {
	glutInit(&argc, argv);
	cameraX = 0;
	cameraY = 30;
	cameraZ = 150;
	eyeX = 0;
	eyeY = 0;
	eyeZ = 0;
	lastLevel = 0;
	cameraAcceleration = 0.1;
	timerTime = 2 * 1000;
	lastLevel += ((rand() % 10) + 40);
	jump = false;
	characterSpeed = 0.8;
	jumpTime = clock();
	jumpBeginY = clock();
	/*
	int x = ((rand() % 10) + 45);
	int direction = ((rand() % 10) - 15);*/
	int x = ((rand() % 10) + 705);
	int direction = 0;
	character.x = direction;
	character.y = lastLevel + 5;

	Level level1 = *new Level(x, lastLevel, direction);
	level1.levelBefore = new Level(-1000021, -111, 0);
	Levels.push_back(level1);
	character.setLevel(level1);
	glutInitWindowSize(800, 1000);
	glutInitWindowPosition(50, 50);
	glutCreateWindow("Icy Tower");
	glutDisplayFunc(Display);
	
	glutIdleFunc(Anim);
	glutKeyboardFunc(key);
	glutMouseFunc(Mouse);
	glutTimerFunc(0, Timer, 0);
	glutTimerFunc(0, Timer2, 0);
	glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
	glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glEnable(GL_LIGHT1);
	glEnable(GL_NORMALIZE);
	glEnable(GL_COLOR_MATERIAL);

	glShadeModel(GL_SMOOTH);
	character.c.Load("Models/character.3ds");

	banana.Load("Models/banana.3ds");
	level.Load("Textures/brick3.bmp");
	skyFront.Load("Textures/brick.bmp");
	skyBack.Load("Textures/brick.bmp");
	skyLeft.Load("Textures/brick2.bmp");
	skyRight.Load("Textures/brick2.bmp");
	skyUp.Load("Textures/brick.bmp");
	skyDown.Load("Textures/grass2.bmp");
	glutMainLoop();
}