(function() { var Level = Mario.Level = function(options) { this.playerPos = options.playerPos; this.scrolling = options.scrolling; this.loader = options.loader; this.background = options.background; this.exit = options.exit; this.floorSprite = options.floorSprite; this.cloudSprite = options.cloudSprite; this.wallSprite = options.wallSprite; this.brickSprite = options.brickSprite; this.rubbleSprite = options.rubbleSprite; this.brickBounceSprite = options.brickBounceSprite; this.ublockSprite = options.ublockSprite; this.superShroomSprite = options.superShroomSprite; this.fireFlowerSprite = options.fireFlowerSprite; this.starSprite = options.starSprite; this.coinSprite = options.coinSprite; this.bcoinSprite = options.bcoinSprite; this.goombaSprite = options.goombaSprite; this.koopaSprite = options.koopaSprite; //prop pipe sprites, to be phased out this.pipeLEndSprite = options.pipeLEndSprite; this.pipeREndSprite = options.pipeREndSprite; this.pipeLMidSprite = options.pipeLMidSprite; this.pipeRMidSprite = options.pipeRMidSprite; //real pipe sprites, use these. this.pipeUpMid = options.pipeUpMid; this.pipeSideMid = options.pipeSideMid; this.pipeLeft = options.pipeLeft; this.pipeTop = options.pipeTop; this.flagpoleSprites = options.flagPoleSprites; this.LPipeSprites = options.LPipeSprites; this.cloudSprites = options.cloudSprites; this.hillSprites = options.hillSprites; this.bushSprite = options.bushSprite; this.bushSprites = options.bushSprites; this.qblockSprite = options.qblockSprite; this.invincibility = options.invincibility; this.statics = []; this.scenery = []; this.blocks = []; this.enemies = []; this.items = []; this.pipes = []; for (var i = 0; i < 15; i++) { this.statics[i] = []; this.scenery[i] = []; this.blocks[i] = []; } }; Level.prototype.putFloor = function(start, end) { for (var i = start; i < end; i++) { this.statics[13][i] = new Mario.Floor([16*i,208], this.floorSprite); this.statics[14][i] = new Mario.Floor([16*i,224], this.floorSprite); } }; Level.prototype.putGoomba = function(x, y) { this.enemies.push(new Mario.Goomba([16*x, 16*y], this.goombaSprite() )); }; Level.prototype.putKoopa = function(x, y) { this.enemies.push(new Mario.Koopa([16*x, 16*y], this.koopaSprite(), false)); }; Level.prototype.putWall = function(x, y, height) { //y is the bottom of the wall in this case. for (var i = y-height; i < y; i++) { this.statics[i][x] = new Mario.Floor([16*x, 16*i], this.wallSprite); } }; Level.prototype.putPipe = function(x, y, height) { for (var i = y - height; i < y; i++) { if (i === y - height) { this.statics[i][x] = new Mario.Floor([16*x, 16*i], this.pipeLEndSprite); this.statics[i][x+1] = new Mario.Floor([16*x+16, 16*i], this.pipeREndSprite); } else { this.statics[i][x] = new Mario.Floor([16*x, 16*i], this.pipeLMidSprite); this.statics[i][x+1] = new Mario.Floor([16*x+16, 16*i], this.pipeRMidSprite); } } }; //sometimes, pipes don't go straight up and down. Level.prototype.putLeftPipe = function(x,y) { this.statics[y][x] = new Mario.Floor([16*x, 16*y], this.LPipeSprites[0]); this.statics[y+1][x] = new Mario.Floor([16*x,16*(y+1)], this.LPipeSprites[1]); this.statics[y][x+1] = new Mario.Floor([16*(x+1),16*y], this.LPipeSprites[2]); this.statics[y+1][x+1] = new Mario.Floor([16*(x+1),16*(y+1)], this.LPipeSprites[3]); this.statics[y][x+2] = new Mario.Floor([16*(x+2),16*y], this.LPipeSprites[4]); this.statics[y+1][x+2] = new Mario.Floor([16*(x+2),16*(y+1)], this.LPipeSprites[5]); }; Level.prototype.putCoin = function(x, y) { this.items.push(new Mario.Coin( [x*16, y*16], this.coinSprite() )); }; Level.prototype.putCloud = function(x, y) { this.scenery[y][x] = new Mario.Prop([x*16, y*16], this.cloudSprite); }; Level.prototype.putQBlock = function(x, y, item) { this.blocks[y][x] = new Mario.Block( { pos: [x*16, y*16], item: item, sprite: this.qblockSprite, usedSprite: this.ublockSprite }); }; Level.prototype.putBrick = function(x,y,item) { this.blocks[y][x] = new Mario.Block({ pos: [x*16, y*16], item: item, sprite: this.brickSprite, bounceSprite: this.brickBounceSprite, usedSprite: this.ublockSprite, breakable: !item }); }; Level.prototype.putBigHill = function(x, y) { var px = x*16, py = y*16; this.scenery[y][x] = new Mario.Prop([px, py], this.hillSprites[0]); this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.hillSprites[3]); this.scenery[y-1][x+1] = new Mario.Prop([px+16, py-16], this.hillSprites[0]); this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.hillSprites[4]); this.scenery[y-1][x+2] = new Mario.Prop([px+32, py-16], this.hillSprites[3]); this.scenery[y-2][x+2] = new Mario.Prop([px+32, py-32], this.hillSprites[1]); this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.hillSprites[5]); this.scenery[y-1][x+3] = new Mario.Prop([px+48, py-16], this.hillSprites[2]); this.scenery[y][x+4] = new Mario.Prop([px+64, py], this.hillSprites[2]); }; Level.prototype.putBush = function(x, y) { this.scenery[y][x] = new Mario.Prop([x*16, y*16], this.bushSprite); }; Level.prototype.putThreeBush = function(x,y) { px = x*16; py = y*16; this.scenery[y][x] = new Mario.Prop([px, py], this.bushSprites[0]); this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.bushSprites[1]); this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.bushSprites[1]); this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.bushSprites[1]); this.scenery[y][x+4] = new Mario.Prop([px+64, py], this.bushSprites[2]); }; Level.prototype.putTwoBush = function(x,y) { px = x*16; py = y*16; this.scenery[y][x] = new Mario.Prop([px, py], this.bushSprites[0]); this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.bushSprites[1]); this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.bushSprites[1]); this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.bushSprites[2]); }; Level.prototype.putSmallHill = function(x, y) { var px = x*16, py = y*16; this.scenery[y][x] = new Mario.Prop([px, py], this.hillSprites[0]); this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.hillSprites[3]); this.scenery[y-1][x+1] = new Mario.Prop([px+16, py-16], this.hillSprites[1]); this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.hillSprites[2]); }; Level.prototype.putTwoCloud = function(x,y) { px = x*16; py = y*16; this.scenery[y][x] = new Mario.Prop([px, py], this.cloudSprites[0]); this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.cloudSprites[1]); this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.cloudSprites[1]); this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.cloudSprites[2]); }; Level.prototype.putThreeCloud = function(x,y) { px = x*16; py = y*16; this.scenery[y][x] = new Mario.Prop([px, py], this.cloudSprites[0]); this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.cloudSprites[1]); this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.cloudSprites[1]); this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.cloudSprites[1]); this.scenery[y][x+4] = new Mario.Prop([px+64, py], this.cloudSprites[2]); }; Level.prototype.putRealPipe = function(x, y, length, direction, destination) { px = x*16; py = y*16; this.pipes.push(new Mario.Pipe({ pos: [px, py], length: length, direction: direction, destination: destination })); } Level.prototype.putFlagpole = function(x) { this.statics[12][x] = new Mario.Floor([16*x, 192], this.wallSprite); for (i=3; i < 12; i++) { this.scenery[i][x] = new Mario.Prop([16*x, 16*i], this.flagpoleSprites[1]) } this.scenery[2][x] = new Mario.Prop([16*x, 32], this.flagpoleSprites[0]); this.items.push(new Mario.Flag(16*x)); } })();