/* (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. */ #ifndef GAME_LAYERS_H #define GAME_LAYERS_H #include #include class CLayers { int m_GroupsNum; int m_GroupsStart; int m_LayersNum; int m_LayersStart; CMapItemGroup *m_pGameGroup; CMapItemLayerTilemap *m_pGameLayer; class IMap *m_pMap; void InitTilemapSkip(); public: CLayers(); void Init(class IKernel *pKernel); void InitBackground(class IMap *pMap); int NumGroups() const { return m_GroupsNum; }; 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; }; 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; }; CMapItemLayerTilemap *TuneLayer() const { return m_pTuneLayer; }; private: CMapItemLayerTilemap *m_pTeleLayer; CMapItemLayerTilemap *m_pSpeedupLayer; CMapItemLayerTilemap *m_pFrontLayer; CMapItemLayerTilemap *m_pSwitchLayer; CMapItemLayerTilemap *m_pTuneLayer; }; #endif