Renamed the base menu assets folder, edited import statements, new class for level selection. Maybe hand-programming all the screens is Not A Great Idea but I'm not sure of a better one that I can use right now.
Adding a 'preview' field (image) to LevelInfo. Also writing code to load it. First, though, updating testLevel.
Okay, so, I have no good way to compare two pyglet image files. So, I made an ugly hack; if they have equal dimensions, LevelInfo considers them similar enough. Like I said - ugly. Also I don't know how to get my unit test to - oh, wait, have the - nevermind, I got it; I'll have the test image be of different dimensions.
Okay. I think I've figured out what's causing so much grief. When you're loading things, and you want to use absolute paths, set the script_home of the loader! In pyglet, I mean. Oh and yeah the preview loading is working.
Hacky. I should look for a better solution than hand-coding these. Works, but it's genning the sprites every draw. Should move them out into the init or something (though honestly would anybody notice the performance difference?)
Added little left/right arrows.