text: (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);
        }
      }
    };
    Level.prototype.putRMidPipe = function (x,y) {
      this.statics[y][x] = new Mario.Floor([16*x,16*y], this.pipeRMidSprite);
    }
  
    Level.prototype.putLMidPipe = function (x,y) {
      this.statics[y][x] = new Mario.Floor([16*x,16*y], this.pipeLMidSprite);
    }
  
    Level.prototype.putREndPipe = function (x,y) {
      this.statics[y][x] = new Mario.Floor([16*x,16*y], this.pipeREndSprite);
    }
  
    Level.prototype.putLEndPipe = function (x,y) {
      this.statics[y][x] = new Mario.Floor([16 * x, 16 * y], this.pipeLEndSprite);
    }
  
      //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));
    }
  })();
  