📄 skylayer.h
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#ifndef HEADER_SKY_KATTY
#define HEADER_SKY_KATTY
#include "maplayer.h"
#include "weather.h"
#include "airbubble.h"
class CSkyLayer :public CMapLayer
{
public:
CSkyLayer(){}
~CSkyLayer(){Destroy();}
void Destroy();
void Show(CMyPos posShow);
void Process(void* pInfo);
int GetType(){return LAYER_SKY;}
static CSkyLayer * CreateNew();
void CreateFireWork_Char(int nScreenX,int nScreenY, char * szLetter ,int nType,DWORD dwDelayTime){m_objCharFirework.Create(nScreenX,nScreenY,szLetter,nType,dwDelayTime);}
void CreateFireWork(int nScreenX,int nScreenY, int nRadius ,int nColor,DWORD dwDelayTime=0){m_objfirework.Create(nScreenX,nScreenY,1,nRadius,0,nColor,dwDelayTime);}
void CreateAirBubble(int nBubbleNum){ m_objAirBubble.Create(nBubbleNum,0);}
BOOL CreateWeather(int nType,int nWindDir,int nLevel,DWORD dwColor = 0x00ffffff){return m_objWeather.CreateEnv(nType,nWindDir,nLevel,dwColor);}
void SetWeather(int nWindDir,int nLevel){m_objWeather.SetEnv(nWindDir,nLevel);}
void StopWeather(){m_objWeather.StopEnv();}
void DestroyWeather(){m_objWeather.Destroy();}
void PauseWeather(){m_objWeather.Pause();}
void ContinueWeather(){m_objWeather.Continue();}
int GetWeathType(){return m_objWeather.m_nType;}
void AddObj(CMapObj* obj);
void ClearObj();
private:
CWeather m_objWeather;
Firework m_objfirework;
CFireWorkChar m_objCharFirework;
CAirBubbleSys m_objAirBubble;
DEQUE_MAPOBJ m_dequeMapObj;
};
#endif
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