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				@@ -23,6 +23,7 @@ class LevelModel: 
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				         X, Y, Z = x+1, y+1, z+1 
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				         tex_coords = ('t2f', (0, 0, 1, 0, 1, 1, 0, 1)) 
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				+        white = [255]*4 
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				         self.batch.add(4, GL_QUADS, self.wall_textures[wall_tex],   ('v3f', (X, y, z,  x, y, z,  x, Y, z,  X, Y, z)), tex_coords) # back 
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				         self.batch.add(4, GL_QUADS, self.wall_textures[wall_tex],   ('v3f', (x, y, Z,  X, y, Z,  X, Y, Z,  x, Y, Z)), tex_coords) # front 
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				@@ -30,15 +31,12 @@ class LevelModel: 
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				         self.batch.add(4, GL_QUADS, self.wall_textures[wall_tex],   ('v3f', (x, y, z,  x, y, Z,  x, Y, Z,  x, Y, z)), tex_coords)  # left 
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				         self.batch.add(4, GL_QUADS, self.wall_textures[wall_tex],   ('v3f', (X, y, Z,  X, y, z,  X, Y, z,  X, Y, Z)), tex_coords)  # right 
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				-        self.batch.add(4, GL_QUADS, self.bottom, ('v3f', (x, y, z,  X, y, z,  X, y, Z,  x, y, Z)), tex_coords)  # bottom 
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				-        self.batch.add(4, GL_QUADS, self.top,    ('v3f', (x, Y, Z,  X, Y, Z,  X, Y, z,  x, Y, z)), tex_coords)  # top 
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				+        self.batch.add(4, GL_QUADS, None, ('v3f', (x, y, z,  X, y, z,  X, y, Z,  x, y, Z)), ('c4b', white * 4))  # bottom 
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				+        self.batch.add(4, GL_QUADS, None, ('v3f', (x, Y, Z,  X, Y, Z,  X, Y, z,  x, Y, z)), ('c4b', white * 4))  # top 
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				     def __init__(self, basepath): 
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				         self.base_path = basepath 
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				-        self.top = self.get_tex(os.path.join(self.base_path, 'wall_texture0.png')) 
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				-        self.bottom = self.get_tex(os.path.join(self.base_path, 'wall_texture0.png')) 
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				- 
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				         self.batch = pyglet.graphics.Batch() 
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				         # build list of wall textures 
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				@@ -55,6 +53,8 @@ class LevelModel: 
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				         self.map = AnarchMap(file) 
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				+        # TODO: set background image (background[0|1|2].png) from "background" + map.backgroundTex + ".png" 
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				+ 
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				         for x in range(64): 
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				             for y in range(64): 
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				                 item = self.map.levelMap[x][y] 
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				@@ -62,7 +62,10 @@ class LevelModel: 
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				                     continue 
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				                 else: 
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				                     tile_index = self.map.defineName(item[0]) 
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				-                    self.add_block(x, y, -1, 0) 
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				+                    floor_tex = self.map.floorDict[item[0]][0] 
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				+                    floor_ht = self.map.floorDict[item[0]][1] 
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				+                    # print("tile: %s, %s, %s" % (tile_index, item[0], floor_ht)) 
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				+                    self.add_block(0-x, floor_ht / 32, 0-y, floor_tex) 
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				     def draw(self): 
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				         self.batch.draw() 
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				@@ -170,6 +173,8 @@ class Window(pyglet.window.Window): 
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				         self.model.draw() 
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				         glPopMatrix() 
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				+ 
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				+ 
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				 if __name__ == '__main__': 
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				     window = Window(width=400, height=300, caption='AnarchMap', resizable=True) 
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				     glClearColor(0.5,0.7,1,1) 
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