ddnet/src/game/layers.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_LAYERS_H
#define GAME_LAYERS_H
#include <engine/map.h>
#include <game/mapitems.h>
class CLayers
{
int m_GroupsNum;
int m_GroupsStart;
int m_LayersNum;
int m_LayersStart;
CMapItemGroup *m_pGameGroup;
CMapItemLayerTilemap *m_pGameLayer;
class IMap *m_pMap;
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void InitTilemapSkip();
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public:
CLayers();
void Init(class IKernel *pKernel);
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void InitBackground(class IMap *pMap);
int NumGroups() const { return m_GroupsNum; };
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int NumLayers() const { return m_LayersNum; }
class IMap *Map() const { return m_pMap; };
CMapItemGroup *GameGroup() const { return m_pGameGroup; };
CMapItemLayerTilemap *GameLayer() const { return m_pGameLayer; };
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CMapItemGroup *GetGroup(int Index) const;
CMapItemLayer *GetLayer(int Index) const;
// DDRace
CMapItemLayerTilemap *TeleLayer() const { return m_pTeleLayer; };
CMapItemLayerTilemap *SpeedupLayer() const { return m_pSpeedupLayer; };
CMapItemLayerTilemap *FrontLayer() const { return m_pFrontLayer; };
CMapItemLayerTilemap *SwitchLayer() const { return m_pSwitchLayer; };
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CMapItemLayerTilemap *TuneLayer() const { return m_pTuneLayer; };
private:
CMapItemLayerTilemap *m_pTeleLayer;
CMapItemLayerTilemap *m_pSpeedupLayer;
CMapItemLayerTilemap *m_pFrontLayer;
CMapItemLayerTilemap *m_pSwitchLayer;
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CMapItemLayerTilemap *m_pTuneLayer;
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};
#endif