func buildLevel(g *tl.Game, w, h, score int) { maze := generateMaze(w, h) l := tl.NewBaseLevel(tl.Cell{}) g.SetLevel(l) g.Log("Building level with width %d and height %d", w, h) scoretext := tl.NewText(0, 1, "Levels explored: "+strconv.Itoa(score), tl.ColorBlue, tl.ColorBlack) g.AddEntity(tl.NewText(0, 0, "Pyramid!", tl.ColorBlue, tl.ColorBlack)) g.AddEntity(scoretext) for i, row := range maze { for j, path := range row { if path == '*' { l.AddEntity(tl.NewRectangle(i, j, 1, 1, tl.ColorWhite)) } else if path == 'S' { l.AddEntity(NewBlock(i, j, tl.ColorRed, g, w, h, score, scoretext)) } else if path == 'L' { l.AddEntity(tl.NewRectangle(i, j, 1, 1, tl.ColorBlue)) } } } }