mirror of
https://github.com/logsol/chuck.js.git
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268 lines
No EOL
6.4 KiB
JavaScript
Executable file
268 lines
No EOL
6.4 KiB
JavaScript
Executable file
define([
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"Game/Config/Settings",
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"Lib/Vendor/Box2D",
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"Game/Core/Collision/Detector"
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], function (Settings, Box2D, CollisionDetector) {
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// Public
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function Level (path, engine) {
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this.path = path;
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this.engine = engine;
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this.levelObject = null;
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}
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Level.prototype.loadLevelInToEngine = function () {
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this.loadLevelObjectFromPath(this.path);
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this.createPhysicTiles();
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}
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Level.prototype.unload = function () {
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// TODO unload level from engine if necessary
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// Perhaps just remove all bodies?
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}
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// Private
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Level.prototype.createPhysicTiles = function () {
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if (!this.levelObject || !this.levelObject.tiles || this.levelObject.tiles.length < 1) {
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throw "Level: Can't create physic tiles, no tiles found";
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}
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var tiles = this.levelObject.tiles;
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for (var i = tiles.length - 1; i >= 0; i--) {
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this.createPhysicTile(tiles[i]);
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}
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}
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Level.prototype.createPhysicTile = function (tile) {
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tile.r = tile.r || 0;
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var vertices = this.createVertices(tile);
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var bodyDef = new Box2D.Dynamics.b2BodyDef();
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bodyDef.type = Box2D.Dynamics.b2Body.b2_staticBody;
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bodyDef.position.x = tile.x * Settings.TILE_SIZE / Settings.RATIO;
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bodyDef.position.y = tile.y * Settings.TILE_SIZE / Settings.RATIO;
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bodyDef.angle = tile.r * 90 * Math.PI / 180;
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var tileShape = new Box2D.Collision.Shapes.b2PolygonShape();
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tileShape.SetAsArray(vertices, vertices.length);
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var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
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fixtureDef.shape = tileShape;
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fixtureDef.density = 0;
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fixtureDef.friction = Settings.TILE_FRICTION;
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fixtureDef.restitution = Settings.TILE_RESTITUTION;
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fixtureDef.isSensor = false;
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fixtureDef.userData = CollisionDetector.IDENTIFIER.TILE;
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this.engine.createBody(bodyDef).CreateFixture(fixtureDef);
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}
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Level.prototype.createVertices = function (tile) {
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var vs = [];
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switch(tile.s) {
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case 1:
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this.addVec(vs, -1, -1); // o o o
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this.addVec(vs, 1, -1); // o o o
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this.addVec(vs, 1, 1); // o o o
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this.addVec(vs, -1, 1);
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break;
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case 2:
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this.addVec(vs, -1, -1); // o
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this.addVec(vs, 1, 1); // o o
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this.addVec(vs, -1, 1); // o o o
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break;
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case 3:
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this.addVec(vs, -1, -1); // o
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this.addVec(vs, 0, 1); // o
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this.addVec(vs, -1, 1); // o o
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break;
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case 4:
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this.addVec(vs, -1, -1); // o
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this.addVec(vs, 1, 0); // o o o
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this.addVec(vs, 1, 1); // o o o
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this.addVec(vs, -1, 1);
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break;
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case 5:
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this.addVec(vs, 1, -1); // o
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this.addVec(vs, 1, 1); // o
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this.addVec(vs, 0, 1); // o o
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break;
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case 6:
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this.addVec(vs, 1, -1); // o
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this.addVec(vs, 1, 1); // o o o
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this.addVec(vs, -1, 1); // o o o
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this.addVec(vs, -1, 0);
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break;
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case 7:
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this.addVec(vs, -1, 0); //
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this.addVec(vs, 0, 1); // o
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this.addVec(vs, -1, 1); // o o
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break;
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case 8:
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this.addVec(vs, -1, -1); // o o
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this.addVec(vs, 0, -1); // o o o
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this.addVec(vs, 1, 0); // o o o
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this.addVec(vs, 1, 1);
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this.addVec(vs, -1, 1);
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break;
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default:
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break;
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}
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return vs;
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}
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Level.prototype.mkArg = function (multiplier) {
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return Settings.TILE_SIZE / 2 / Settings.RATIO * multiplier;
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}
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Level.prototype.addVec = function (vs, m1, m2) {
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return vs.push(new Box2D.Common.Math.b2Vec2(this.mkArg(m1), this.mkArg(m2)));
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}
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Level.prototype.loadLevelObjectFromPath = function (path) {
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// TODO: load JSON levelObject from path
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// s: shape
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// x: x-position
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// y: y-position
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// r: rotation (optional)
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// Shapes:
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// 1
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// o o o
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// o o o
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// o o o
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// 2
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// o
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// o o
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// o o o
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// 3
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// o
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// o
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// o o
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// 4
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// o
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// o o o
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// o o o
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// 5
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// o
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// o
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// o o
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// 6
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// o
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// o o o
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// o o o
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// 7
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//
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// o
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// o o
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// 8
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// o o
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// o o o
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// o o o
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this.levelObject = {
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tiles: [
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{s:1, x:1, y:1, r:0},
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{s:1, x:3, y:18},
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{s:1, x:37, y:27},
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{s:1, x:20, y:24},
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{s:1, x:24, y:27},
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{s:1, x:37, y:26},
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{s:1, x:9, y:18},
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{s:2, x:32, y:25, r:1},
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{s:1, x:23, y:27},
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{s:3, x:34, y:24, r:1},
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{s:1, x:35, y:28},
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{s:4, x:17, y:21},
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{s:2, x:21, y:24},
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{s:2, x:42, y:23, r:3},
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{s:3, x:30, y:24, r:3},
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{s:2, x:22, y:25},
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{s:1, x:40, y:25},
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{s:1, x:38, y:26},
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{s:1, x:8, y:18},
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{s:1, x:38, y:25},
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{s:1, x:28, y:28},
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{s:1, x:36, y:27},
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{s:1, x:7, y:18},
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{s:2, x:20, y:23},
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{s:2, x:43, y:23, r:1},
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{s:6, x:31, y:24},
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{s:1, x:16, y:21},
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{s:1, x:1, y:18},
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{s:1, x:31, y:29},
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{s:2, x:30, y:25, r:2},
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{s:4, x:11, y:18},
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{s:1, x:28, y:27},
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{s:1, x:28, y:26},
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{s:1, x:28, y:29},
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{s:1, x:19, y:23},
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{s:5, x:12, y:18, r:1},
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{s:1, x:42, y:24},
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{s:6, x:33, y:24, r:2},
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{s:1, x:39, y:25},
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{s:1, x:33, y:29},
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{s:1, x:29, y:29},
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{s:1, x:21, y:25},
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{s:1, x:27, y:27},
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{s:5, x:16, y:20, r:1},
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{s:1, x:5, y:18},
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{s:5, x:18, y:21, r:1},
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{s:4, x:13, y:19},
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{s:1, x:14, y:20},
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{s:1, x:30, y:29},
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{s:1, x:4, y:18},
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{s:1, x:6, y:18},
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{s:1, x:2, y:18},
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{s:1, x:32, y:24},
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{s:1, x:34, y:29},
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{s:1, x:32, y:29},
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{s:2, x:1, y:16},
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{s:1, x:10, y:18},
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{s:1, x:42, y:25},
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{s:2, x:28, y:25, r:3},
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{s:2, x:0, y:16, r:2},
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{s:1, x:22, y:27},
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{s:1, x:25, y:27},
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{s:1, x:31, y:25},
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{s:5, x:14, y:19, r:1},
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{s:1, x:41, y:25},
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{s:1, x:36, y:28},
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{s:4, x:15, y:20},
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{s:2, x:19, y:22},
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{s:3, x:26, y:26, r:3},
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{s:1, x:26, y:27},
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{s:1, x:18, y:22},
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{s:6, x:27, y:26},
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{s:1, x:22, y:26},
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{s:1, x:1, y:17},
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{s:1, x:35, y:29},
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{s:1, x:12, y:19}
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]
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}
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}
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return Level;
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}) |