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game.loadLevel = (level) => {
const entities = {};
const config = {...level.gridSize};
for (let y = 0; y < level.gridSize.yDim; y++) {
for (let x = 0; x < level.gridSize.xDim; x++) {
const cell = level.level[y][x];
cell.forEach((letter) => {
let entity;
switch (letter) {
case 'b':
entity = game.createBigBlue();
break;
case 'h':
entity = game.createHedge();
break;
case 'r':
entity = game.createRock();
break;
case 'f':
entity = game.createFlag();
break;
case 'l':
entity = game.createFloor();
break;
case 'w':
entity = game.createWall();
break;
case 'W':
entity = game.createWordWall();
break;
case 'I':
entity = game.createWordIs();
break;
case 'S':
entity = game.createWordStop();
break;
case 'R':
entity = game.createWordRock();
break;
case 'P':
entity = game.createWordPush();
break;
case 'B':
entity = game.createWordBigBlue();
break;
case 'Y':
entity = game.createWordYou();
break;
case 'F':
entity = game.createWordFlag();
break;
case 'X':
entity = game.createWordWin();
break;
default:
break;
}
if (entity) {
entity.addComponent(game.components.GridPosition({x, y}));
entities[entity.id] = entity;
}
});
}
}
return [entities, config];
};
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