// Path: workspace/Angr/src/fi/hbp/angr/G.java
// public class G {
//     /**
//      * Debug mode
//      *
//      * If this is set to true game will output some additional data and
//      * enables debug camera functionality. Debug camera is enabled by
//      * pressing d while in the game stage.
//      */
//     public static final boolean DEBUG = false;
// 
//     /**
//      * Global static assets manager
//      *
//      * @note As there is no universal support for threaded  access to the
//      * OpenGL context from multiple threads and as its exclusively prohibited
//      * in gdx a global asset manager is needed. This asset manager makes it
//      * easier to load new assets asynchronously without blocking rendering.
//      */
//     private static AssetManager assetManager = new AssetManager();
// 
//     /**
//      * Conversion from Box2D to the sprite relative/pixel coordinates
//      */
//     public static final float BOX_TO_WORLD = 100.0f;
// 
//     /**
//      * Conversion from sprite relative/pixel coordinates to Box2D coordinates
//      */
//     public static final float WORLD_TO_BOX = 1.0f / BOX_TO_WORLD;
// 
//     /**
//      * Get global static assets manager
//      * @return Global asset manager.
//      */
//     public static AssetManager getAssetManager() {
//         return assetManager;
//     }
// 
//     /**
//      * Game scoreboard
//      */
//     public static Scoreboard scoreboard = null;
// 
//     /**
//      * Game pause button
//      */
//     public static int pauseButton = Keys.P;
//     public static int pauseButton1 = Keys.BACK;
// }
// 
// Path: workspace/Angr/src/fi/hbp/angr/models/CollisionFilterMasks.java
// public class CollisionFilterMasks {
//     public static final short GROUND = 0x01;
//     public static final short HANS_BODY = 0x02;
//     public static final short HANS_HAND = 0x04;
//     public static final short GRENADE = 0x08;
//     /**
//      * Other than listed here.
//      */
//     public static final short OTHER = 0x16;
//     /**
//      * All bodies.
//      */
//     public static final short ALL = 0xff;
// }


import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import fi.hbp.angr.G;
import fi.hbp.angr.models.CollisionFilterMasks;
package fi.hbp.angr.models.levels;



/**
 * Test map/level.
 */
public class TestLevel extends Level {
    /**
     * Music file path.
     */
    private static final String MUSIC_PATH = "data/march.mp3";
    /**
     * Game music.
     */
    private Music music;

    /**
     * Constructor for this level.
     */
    public TestLevel() {
        super("mappi", 5);
    }

    @Override
    public void doOnPreload() {
// Path: workspace/Angr/src/fi/hbp/angr/G.java
// public class G {
//     /**
//      * Debug mode
//      *
//      * If this is set to true game will output some additional data and
//      * enables debug camera functionality. Debug camera is enabled by
//      * pressing d while in the game stage.
//      */
//     public static final boolean DEBUG = false;
// 
//     /**
//      * Global static assets manager
//      *
//      * @note As there is no universal support for threaded  access to the
//      * OpenGL context from multiple threads and as its exclusively prohibited
//      * in gdx a global asset manager is needed. This asset manager makes it
//      * easier to load new assets asynchronously without blocking rendering.
//      */
//     private static AssetManager assetManager = new AssetManager();
// 
//     /**
//      * Conversion from Box2D to the sprite relative/pixel coordinates
//      */
//     public static final float BOX_TO_WORLD = 100.0f;
// 
//     /**
//      * Conversion from sprite relative/pixel coordinates to Box2D coordinates
//      */
//     public static final float WORLD_TO_BOX = 1.0f / BOX_TO_WORLD;
// 
//     /**
//      * Get global static assets manager
//      * @return Global asset manager.
//      */
//     public static AssetManager getAssetManager() {
//         return assetManager;
//     }
// 
//     /**
//      * Game scoreboard
//      */
//     public static Scoreboard scoreboard = null;
// 
//     /**
//      * Game pause button
//      */
//     public static int pauseButton = Keys.P;
//     public static int pauseButton1 = Keys.BACK;
// }
// 
// Path: workspace/Angr/src/fi/hbp/angr/models/CollisionFilterMasks.java
// public class CollisionFilterMasks {
//     public static final short GROUND = 0x01;
//     public static final short HANS_BODY = 0x02;
//     public static final short HANS_HAND = 0x04;
//     public static final short GRENADE = 0x08;
//     /**
//      * Other than listed here.
//      */
//     public static final short OTHER = 0x16;
//     /**
//      * All bodies.
//      */
//     public static final short ALL = 0xff;
// }


// Path: workspace/Angr/src/fi/hbp/angr/models/levels/TestLevel.java
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import fi.hbp.angr.G;
import fi.hbp.angr.models.CollisionFilterMasks;

package fi.hbp.angr.models.levels;



/**
 * Test map/level.
 */
public class TestLevel extends Level {
    /**
     * Music file path.
     */
    private static final String MUSIC_PATH = "data/march.mp3";
    /**
     * Game music.
     */
    private Music music;

    /**
     * Constructor for this level.
     */
    public TestLevel() {
        super("mappi", 5);
    }

    @Override
    public void doOnPreload() {
        G.getAssetManager().load(MUSIC_PATH, Music.class);