text: import Entities_Tile as Tile
  import Utils_Position as Position
  import Utils_ColliderBox as ColliderBox
  import Utils_Scene as Scene
  import Entities_Warp as Warp
  import Entities_Light as Light
  import Entities_Cloud as Cloud
  import Utils_Size as Size
  
  def createScene1(tileTexture, assetTexture):
      scene1 = Scene.Scene()
  
      tilemap = [
          8,  8,  8,  8,  8,  8,  8,  8,  9,  9,
          8,  8,  4,  4,  4,  4,  4,  9,  8,  9,
          8, 24,  5,  3,  3,  3,  7,  8,  9,  8,
          8,  2, 21, 22,  2, 22, 23,  8,  9,  8,
          8,  2,  2,  2,  2,  2, 25,  8,  8,  8,
          8,  8,  8,  8, 20,  8,  9,  9,  8,  8,
          8,  8,  9,  8, 36,  9,  9,  8,  8,  9,
          9,  8,  8,  8, 36,  8,  9,  8,  9,  9,
      ]
      tileCollider = [
          0, 0,  0, 0, 0, 0, 0, 0, 0, 0,
          0, 0,  1, 1, 1, 1, 1, 0, 0, 0,
          0, 0,  1, 1, 1, 1, 1, 0, 0, 0,
          0, 0,  1, 1, 0, 1, 1, 0, 0, 0,
          0, 0,  0, 0, 0, 0, 0, 0, 0, 0,
          0, 0,  0, 0, 0, 0, 0, 0, 0, 0,
          0, 0,  0, 0, 0, 0, 0, 0, 0, 0,
          0, 0,  0, 0, 0, 0, 0, 0, 0, 0,
      ]
      tiles = []
      for i in range(0, len(tilemap)):
          if tilemap[i] != 0:
              tile = Tile.Tile(tileTexture)
              tile.position = Position.Position(i % 10 * 16, int(i / 10) * 16)
              tile.texPos = Position.Position(tilemap[i] % 16 * 16, int(tilemap[i] / 16) * 16)
              if tileCollider[i] == 1:
                  tile.collider = True
              if tilemap[i] >= 128:
                  tile.anime = True
              tiles.append(tile)
  
      assetmap = [
           0, 21,   0, 136,  0,   0,   0,  0,  0,  196,
           0,  0,   0,   0,  0,   0,   0,  0, 21,  196,
          64, 64, 144, 146,  0, 144, 146, 64, 64, 196,
          62, 62, 160, 162, 26, 160, 162,  0,  63,  196,
          62, 62,   0,   0,  0,   0,   0,0,  0,  196,
          62,  0, 128,   0,  0,  37,   0,  0,  0,  196,
          62,  0,   0,   0,  0,   0,   0,  0,136,  196,
          62,  0,   0,   0,  0,   0,   0,  0,  0,  196,
      ]
      assetCollider = [
          0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
          0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
          1, 1, 0, 0, 0, 0, 0, 1, 1, 1,
          1, 1, 0, 0, 0, 0, 0, 0, 0, 1,
          1, 1, 0, 0, 0, 0, 0, 0, 0, 1,
          1, 0, 1, 0, 0, 1, 0, 0, 0, 1,
          1, 0, 0, 0, 0, 0, 0, 0, 0, 1,
          1, 0, 0, 0, 0, 0, 0, 0, 0, 1,
      ]
      assets = []
      for i in range(0, len(assetmap)):
          if assetmap[i] != 0:
              asset = Tile.Tile(assetTexture)
              asset.position = Position.Position(i % 10 * 16, int(i / 10) * 16)
              asset.texPos = Position.Position(assetmap[i] % 16 * 16, int(assetmap[i] / 16) * 16)
              if assetmap[i] >= 128:
                  asset.anime = True
              if assetCollider[i] == 1:
                  asset.collider = True
              assets.append(asset)
  
      clouds = []
  
      cloud1 = Cloud.Cloud(assetTexture)
      cloud1.position = Position.Position(160, 144)
      cloud1.origin = Position.Position(160, 144)
      cloud1.size = Size.Size(48, 32)
      cloud1.texPos = Position.Position(176, 64)
      clouds.append(cloud1)
  
      cloud2 = Cloud.Cloud(assetTexture)
      cloud2.position = Position.Position(80, 200)
      cloud2.origin = Position.Position(160, 400)
      cloud2.size = Size.Size(48, 32)
      cloud2.texPos = Position.Position(176, 64)
      cloud2.speed = 24
      clouds.append(cloud2)
  
      cloud3 = Cloud.Cloud(assetTexture)
      cloud3.position = Position.Position(80, 90)
      cloud3.origin = Position.Position(160, 160)
      cloud3.size = Size.Size(48, 32)
      cloud3.texPos = Position.Position(176, 64)
      clouds.append(cloud3)
  
      cloud4 = Cloud.Cloud(assetTexture)
      cloud4.position = Position.Position(144, 20)
      cloud4.origin = Position.Position(160, 200)
      cloud4.size = Size.Size(48, 32)
      cloud4.speed = 24
      cloud4.texPos = Position.Position(176, 64)
      clouds.append(cloud4)
  
      plantes = []
  
      warps = []
  # Warp vers Champ
      warp = Warp.Warp()
      warp.warppos = Position.Position(0, 128)
      warp.colBox = ColliderBox.ColliderBox(0, 0, 160, 16)
      warp.tppos = Position.Position(0, 0)
      warp.sceneId = 0
      warp.IsDoor = False
      warps.append(warp)
  
  # Warp vers Maison Joueur
      warp = Warp.Warp()
      warp.warppos = Position.Position(64, 48)
      warp.colBox = ColliderBox.ColliderBox(4, 4, 8, 8)
      warp.tppos = Position.Position(0, 96)
      warp.sceneId = 2
      warps.append(warp)
  
  # Warp vers Regles
      warp = Warp.Warp()
      warp.warppos = Position.Position(128, 48)
      warp.colBox = ColliderBox.ColliderBox(4, 4, 8, 8)
      warp.tppos = Position.Position(-20, 20)
      warp.sceneId = 5
      warps.append(warp)  
  
      lights = []
      light = Light.Light()
      light.Color = (255, 128, 32)
      light.position = Position.Position(203, 443)
      light.Radius = 80
      light.MaxRadius = 88
      light.MinRadius = 72
      light.Speed = 16
      lights.append(light)
  
      scene1.ambiant = (225, 255, 255)
      scene1.type = Scene.TypeScene.EXTERIEUR
      scene1.tiles = tiles
      scene1.assets = assets
      scene1.plantes = plantes
      scene1.warps = warps
      scene1.lights = lights
      scene1.clouds = clouds
  
      return scene1