public static void Main(String[] args) { //define a tile type of Grass TileType grass = new TileType("Grass", "Some grass-covered land", true, false); //Create a new map, 15 by 15 Level GameMap = new Level(MAP_WIDTH, MAP_HEIGHT); ConsoleRenderer renderer = new ConsoleRenderer(GameMap); //create a place to store references to Tiles as they are generated Tile tempTile; //fil the map with grass for (int x = 0; x < MAP_WIDTH; x++) { for (int y = 0; y < MAP_HEIGHT; y++) { tempTile = new Tile(x, y, GameMap, grass); GameMap.setTile(tempTile, x, y); } } //Lets define a race for our character to be Race human = new Race("Human", "Skinny little betas that can't fight orcs to save their lives.", 10, 9, 11, 9, 12); //okay, race defined, lets give birth to her PlayerCharacter myNerd = new PlayerCharacter("Alexa", "Some nerd wasting her time.", human, GameMap.Tiles[1][1]); //Put her in the game world, at, say, 1,1 (not at the map edge) //uses mutual reference so that the player doesn not need to be "found" on the map every time //we wish to act on it. myNerd.PresentLocation = GameMap.Tiles [1] [1]; GameMap.Tiles [1] [1].Contents.Add(myNerd); renderer.WriteToConsole(); //Lets try moving her to the right. myNerd.Move(myNerd.PresentLocation.TileRight); }