from gameObject import *
from resourceManager import *
class GameLevel:
	def __init__(self):
		self.bricks = []

	def load(self, file, levelWidth, levelHeight):
		self.tile_data = []
		with open("level1.txt") as f:
			self.tile_data = [line.split() for line in f]

		self.init(self.tile_data, levelWidth, levelHeight)
			

	def init(self, tile_data, levelWidth, levelHeight):
		height = len(tile_data)
		width = len(tile_data[0])

		unit_width = levelWidth / width
		unit_height = levelHeight / height

		for y in range(height):
			for x in range(width):
				if tile_data[y][x] == '1':
					pos = glm.vec2(unit_width * x, unit_height * y)
					size = glm.vec2(unit_width, unit_height)

					obj = GameObject(pos, size, ResourceManager.get_texture("block_solid"), glm.vec3(0.8, 0.8, 0.7))
					obj.is_solid = True
					self.bricks.append(obj)
					print(obj)

				elif tile_data[y][x] >= '2':
					color = glm.vec3(1.0)
					
					if tile_data[y][x] == '2':
						color = glm.vec3(0.2, 0.6, 1.0)

					elif tile_data[y][x] == '3':
						color = glm.vec3(0.0, 0.7, 0.0)

					elif tile_data[y][x] == '4':
						color = glm.vec3(0.8, 0.8, 0.4)

					elif tile_data[y][x] == '5':
						color = glm.vec3(1.0, 0.5, 0.0)

					pos = glm.vec2(unit_width * x, unit_height * y)
					size = glm.vec2(unit_width, unit_height)

					self.bricks.append(GameObject(pos, size, ResourceManager.get_texture("block"), color))

	def draw(self, renderer):
		for tile in self.bricks:
			tile.draw(renderer)

8eeaa9af66dcae3c7644e5b3cb19c28eebea0c53
<mask token>


class GameLevel:
    <mask token>

    def load(self, file, levelWidth, levelHeight):
        self.tile_data = []
        with open('level1.txt') as f:
            self.tile_data = [line.split() for line in f]
        self.init(self.tile_data, levelWidth, levelHeight)
    <mask token>

    def draw(self, renderer):
        for tile in self.bricks:
            tile.draw(renderer)

<mask token>


class GameLevel:

    def __init__(self):
        self.bricks = []

    def load(self, file, levelWidth, levelHeight):
        self.tile_data = []
        with open('level1.txt') as f:
            self.tile_data = [line.split() for line in f]
        self.init(self.tile_data, levelWidth, levelHeight)
    <mask token>

    def draw(self, renderer):
        for tile in self.bricks:
            tile.draw(renderer)

<mask token>


class GameLevel:

    def __init__(self):
        self.bricks = []

    def load(self, file, levelWidth, levelHeight):
        self.tile_data = []
        with open('level1.txt') as f:
            self.tile_data = [line.split() for line in f]
        self.init(self.tile_data, levelWidth, levelHeight)

    def init(self, tile_data, levelWidth, levelHeight):
        height = len(tile_data)
        width = len(tile_data[0])
        unit_width = levelWidth / width
        unit_height = levelHeight / height
        for y in range(height):
            for x in range(width):
                if tile_data[y][x] == '1':
                    pos = glm.vec2(unit_width * x, unit_height * y)
                    size = glm.vec2(unit_width, unit_height)
                    obj = GameObject(pos, size, ResourceManager.get_texture
                        ('block_solid'), glm.vec3(0.8, 0.8, 0.7))
                    obj.is_solid = True
                    self.bricks.append(obj)
                    print(obj)
                elif tile_data[y][x] >= '2':
                    color = glm.vec3(1.0)
                    if tile_data[y][x] == '2':
                        color = glm.vec3(0.2, 0.6, 1.0)
                    elif tile_data[y][x] == '3':
                        color = glm.vec3(0.0, 0.7, 0.0)
                    elif tile_data[y][x] == '4':
                        color = glm.vec3(0.8, 0.8, 0.4)
                    elif tile_data[y][x] == '5':
                        color = glm.vec3(1.0, 0.5, 0.0)
                    pos = glm.vec2(unit_width * x, unit_height * y)
                    size = glm.vec2(unit_width, unit_height)
                    self.bricks.append(GameObject(pos, size,
                        ResourceManager.get_texture('block'), color))

    def draw(self, renderer):
        for tile in self.bricks:
            tile.draw(renderer)

from gameObject import *
from resourceManager import *


class GameLevel:

    def __init__(self):
        self.bricks = []

    def load(self, file, levelWidth, levelHeight):
        self.tile_data = []
        with open('level1.txt') as f:
            self.tile_data = [line.split() for line in f]
        self.init(self.tile_data, levelWidth, levelHeight)

    def init(self, tile_data, levelWidth, levelHeight):
        height = len(tile_data)
        width = len(tile_data[0])
        unit_width = levelWidth / width
        unit_height = levelHeight / height
        for y in range(height):
            for x in range(width):
                if tile_data[y][x] == '1':
                    pos = glm.vec2(unit_width * x, unit_height * y)
                    size = glm.vec2(unit_width, unit_height)
                    obj = GameObject(pos, size, ResourceManager.get_texture
                        ('block_solid'), glm.vec3(0.8, 0.8, 0.7))
                    obj.is_solid = True
                    self.bricks.append(obj)
                    print(obj)
                elif tile_data[y][x] >= '2':
                    color = glm.vec3(1.0)
                    if tile_data[y][x] == '2':
                        color = glm.vec3(0.2, 0.6, 1.0)
                    elif tile_data[y][x] == '3':
                        color = glm.vec3(0.0, 0.7, 0.0)
                    elif tile_data[y][x] == '4':
                        color = glm.vec3(0.8, 0.8, 0.4)
                    elif tile_data[y][x] == '5':
                        color = glm.vec3(1.0, 0.5, 0.0)
                    pos = glm.vec2(unit_width * x, unit_height * y)
                    size = glm.vec2(unit_width, unit_height)
                    self.bricks.append(GameObject(pos, size,
                        ResourceManager.get_texture('block'), color))

    def draw(self, renderer):
        for tile in self.bricks:
            tile.draw(renderer)

from gameObject import *
from resourceManager import *
class GameLevel:
	def __init__(self):
		self.bricks = []

	def load(self, file, levelWidth, levelHeight):
		self.tile_data = []
		with open("level1.txt") as f:
			self.tile_data = [line.split() for line in f]

		self.init(self.tile_data, levelWidth, levelHeight)
			

	def init(self, tile_data, levelWidth, levelHeight):
		height = len(tile_data)
		width = len(tile_data[0])

		unit_width = levelWidth / width
		unit_height = levelHeight / height

		for y in range(height):
			for x in range(width):
				if tile_data[y][x] == '1':
					pos = glm.vec2(unit_width * x, unit_height * y)
					size = glm.vec2(unit_width, unit_height)

					obj = GameObject(pos, size, ResourceManager.get_texture("block_solid"), glm.vec3(0.8, 0.8, 0.7))
					obj.is_solid = True
					self.bricks.append(obj)
					print(obj)

				elif tile_data[y][x] >= '2':
					color = glm.vec3(1.0)
					
					if tile_data[y][x] == '2':
						color = glm.vec3(0.2, 0.6, 1.0)

					elif tile_data[y][x] == '3':
						color = glm.vec3(0.0, 0.7, 0.0)

					elif tile_data[y][x] == '4':
						color = glm.vec3(0.8, 0.8, 0.4)

					elif tile_data[y][x] == '5':
						color = glm.vec3(1.0, 0.5, 0.0)

					pos = glm.vec2(unit_width * x, unit_height * y)
					size = glm.vec2(unit_width, unit_height)

					self.bricks.append(GameObject(pos, size, ResourceManager.get_texture("block"), color))

	def draw(self, renderer):
		for tile in self.bricks:
			tile.draw(renderer)
