(function() {
		//Use wasd to move, e to pick up ice blocks and q to throw them. Use e to enter doors also.
		//on touch devices a touch controller will appear under the game.
		
		
		//these maps can be easily made from art using the array maker tool found here: https://www.tabageos.com/fromArtToCode
		var map1 = [  
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  ];
		var map2 = [  
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  ];
		
		var map3 = [  
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  ];
  
  
  var map4 = [  
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  var map5 = [  
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  ];
  
  
  var cavemap = [  
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  ];
  
  var housemap = [  
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  ];
  
  var housebackground = [  
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  var cavebackground = [  
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  ];
  
  var backgroundpattern1 = [  
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[ [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30] ],
[ [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30] ],
[ [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30] ],
[ [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30] ],
[ [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30] ],
[ [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30] ],
[ [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30] ],
[ [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30] ],
[ [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30] ],
[ [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30] ],
[ [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30] ],
[ [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30] ],
[ [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30] ],
[ [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30], [37,30] ]
  ];
  
		var sceneryObjects = [];
		
		var throwSpeed = 4;

		function Platformer() {//an example of scene changes, throwing top down style.
		//and going in and out of doors to scenes. basic top down rpg mechanics.
			
			var gameSpecs = { 
				gWidth:640, gHeight:320,cameraWidth:320, cameraHeight:160, 
				cameraFollowOffsetX:-160, cameraFollowOffsetY:-80,  tileW:16, tileH:16, 
				spriteSheetImage: "SpriteSheetGreen.png", containerDivId:"container", rootDivId:"root",
				controllerDivId:"controller", gameScale:0, useScreenOrganizer:true,startWidth:50, startHeight:25,statLocations:new tabageos.MoverPoint(200 - 25, 240 - 12.5),
				controllerHeight:144, initialLives:3, initPlayerPosition:new tabageos.MoverPoint(32,32), 
				gameLoop:this.loop,initializationSpecifics:this.setup, disableBackgroundAlpha:0,
				addedResizeMethod:null, sceneResetSpecifics:null,fullResetSpecifics:null, additionalSceneResetSpecifics:null, 
				positionResetSpecifics:null, cameraType:1, backgroundColor:"#c8c8c8",hudScale:3,topDownSceneChange:1 
			};

			tabageos.GameSkeleton.call(this,  gameSpecs);

			this.establishKeyEventsForReset();
		}
		
		Platformer.constructor = Platformer;
		//JavaScript basic inheritance, the tabageos library also includes an implementation of Object.assign if Object.assign is not already defined in the browser.
		Platformer.prototype = Object.create(tabageos.GameSkeleton.prototype);
		
		
		Platformer.prototype.setup = function(sax,say) {
			this.lives = 3;
			this.title.floor.context.fillStyle = "#ffffff";
			this.title.floor.context.fillRect(0,0,800,272);
			var mp = tabageos.BlitMath.cloneMultiArray(map1);
			
			
			var panim = new tabageos.CanvasAnimation(this._image,this.charLayer,null,0,0,16,16);
			panim.animationSpecs = { 
				"left":[6, [6,6,6,6,6,6,6,6,7,6,7,6,7,6,7,6,8,6,8,6,8,6,8,6] ],
				"right":[4, [6,4,6,4,6,4,6,4,7,4,7,4,7,4,7,4,8,4,8,4,8,4,8,4] ],
				"up":[4, [9,4,9,4,9,4,9,4,10,4,10,4,10,4,10,4,11,4,11,4,11,4,11,4] ],
				"down":[4, [3,4,3,4,3,4,3,4,4,4,4,4,4,4,4,4,5,4,5,4,5,4,5,4] ]
				
			};
			panim.currentAnimation = "right";
			panim.x = 48; panim.y = 48;
			panim.animate();
			
			this.player = new tabageos.TravelingSceneryThrower(48,48,16,16,mp,panim,1);
			this.player._jumps = 0;
			this.player._gravityLevel = .285;
		
			
			this.player.health = 100;
			this.charLayer.context.fillStyle = "#6495ed";
            
			
			this.controller.basicArrows.d = 71;//the g key.
			this.controller.basicWasd.d = 71;
			this.controller.basicArrows.b = 69;//changing to the e key for picking up.
			this.controller.basicWasd.b = 69;
			this.controller.basicArrows.c = 81;//the q key for throwing.
			this.controller.basicWasd.c = 81;
			
			tabageos.BlitMath.specificPatternBlit(this.backgroundLayer, this._image,backgroundpattern1,16,16);

			var goDiv = document.createElement("div");
			goDiv.setAttribute("style", "position:absolute;font-family: 'soupoj', sans-serif;width:640px;color:black;text-align:center");
			goDiv.innerHTML = " < h2>Game Over < /h2> < br /> < br /> < br /> < span style='cursor:pointer' onclick='tabageos.GameSkeleton.game.hudExit()'>Press Start < /span>";
			this.gameOverContainer.div.appendChild(goDiv);
			
			
			//needed for setup of being able to throw accros scenes, sets up holder arrays for the scene, sceneryObejcts will switch between referencing each scene array.
			//needs to happen before dispatchFunctionAssignments because it will populate sceneryObjects.
			sceneryObjects = this.changeSceneScenery(1);
			
			tabageos.BlitMath.specificPatternBlit(this.display,this._image,map1,16,16);
			
			this.player._map = tabageos.BlitMath.replaceAllOfValueFromMultiArray(this.player._map,[22,21]);
			panim.blit();
			
			this.sceneChanger.addScene(map1);
			this.sceneChanger.addScene(map2);
			this.sceneChanger.addScene(map3);
			this.sceneChanger.addScene(map4);
			this.sceneChanger.addScene(map5);
			this.sceneChanger.addScene(cavemap);
			this.sceneChanger.addScene(housemap);
			this.sceneChanger.changeCurrentMap(1);
			
			this.priorToSceneChange = this.beforeScene;
			this.afterSceneChange = this.sceneChanged;
			this.controller._basicControllerButtonTakedown();//default has only 2 arrows left and right.
			this.controller.standardControllerButtonSetup();//four arrows. we very easily change the whole controller. The reason the takeDown methods are denoted private is because customControllerSetup uses them.
		
			//we take thge house door out of the player map so that the player can walk over that spot.
			//it is still in the sceneChanger.currentMap/map1 and so gets drawn above during specificPatternBlit.
			this.player._map = tabageos.BlitMath.replaceAllOfValueFromMultiArray(this.player._map,[23,13]);
			

		};
		Platformer.prototype.beforeScene = function(scene) {
			//In this manner the TileSceneChanger has an array of SceneryObjects for each scene.
			sceneryObjects = tabageos.GameSkeleton.game.changeSceneScenery(scene);
			
		};
		Platformer.prototype.sceneChanged = function(scene) {
			//changes each _map property of each SceneryObject to match the players _map.
			tabageos.GameSkeleton.game.updateSceneryObjectMaps(sceneryObjects);
		
			if(scene == 3 || scene == 6) { //take out the doors from the players map so it can walk over them.
				this.player._map = tabageos.BlitMath.replaceAllOfValueFromMultiArray(this.player._map,[22,21]);
				this.player._map = tabageos.BlitMath.replaceAllOfValueFromMultiArray(this.player._map,[34,13]);
			}
			if(scene == 6) {//draw the cave background for render.
				tabageos.BlitMath.specificPatternBlit(this.backgroundLayer, this._image,cavebackground,16,16);
			}
			if(scene == 7) {
				//take out the door, chair and ladder tiles from the players map so it can walk over them.
				this.player._map = tabageos.BlitMath.replaceValuesFromMultiArray(this.player._map, [ [23,20],[29,21],[28,21],[27,21],[58,5] ]);
				
				//draw the house background for render.
				tabageos.BlitMath.specificPatternBlit(this.backgroundLayer, this._image,housebackground,16,16);
			}
			if(scene == 3 || scene == 1) {//take out the door tiles from players map.
				this.player._map = tabageos.BlitMath.replaceAllOfValueFromMultiArray(this.player._map,[23,13]);
				//draw the outside background.
				tabageos.BlitMath.specificPatternBlit(this.backgroundLayer, this._image,backgroundpattern1,16,16);
			}
		};
		
		
		Platformer.prototype.isPickUp = function(value,value2,value3,value4) {
			//returns true if any of the values are [34,10] the cube tile for pickup.
			var r = false;
			r = (value[0] === 34 && value[1] === 10);
			if(!r) r = (value2[0] === 34 && value2[1] === 10);
			if(!r) r = (value3[0] === 34 && value3[1] === 10);
			if(!r) r = (value4[0] === 34 && value4[1] === 10);
			return r;
		};
		
		Platformer.prototype.loop = function() { 
		
			//move and collide with the map.
			this.player.move(this.controller.buttons.left , this.controller.buttons.right,this.controller.buttons.up || this.controller.buttons.a,this.controller.buttons.down);
			
			this.player._canvasAnimation.x = this.player.x;
			this.player._canvasAnimation.y = this.player.y;
			this.player._canvasAnimation.changeLeftRightUpDownAnimation(this.controller.buttons.left, this.controller.buttons.right, this.controller.buttons.up, this.controller.buttons.down);
			if(this.controller.buttons.left || this.controller.buttons.right || this.controller.buttons.up || this.controller.buttons.down) {
				this.player._canvasAnimation.animate(.5);
			}
			this.player._canvasAnimation.blit();
			
			var i = 0;var obj;
			
			if(this.player.holding && this.controller.buttons.c) {//throw what the player is holding when q is pressed
				this.controller.buttons.c  = 0;
				obj = this.player.throwSceneryObjectTraveler(16,16,1);
				obj.xDirection = this.player._leftRightFace == 1 ? 1 : 0;
				obj._fromEnemyAi = 0;
				obj._jumps = 0;
				obj._map = this.player._map;
                obj._walkSpeed = Math.abs(this.player._veloc.x) >= this.player._walkSpeed ? 14 : 4;
				obj._veloc.y = -(Math.abs(this.player._veloc.y) < this.player._walkSpeed ? 2 : 3);obj._state = 3;
                obj._solidSit = 0;obj._eHit = 0;obj._grounded = 0;
				sceneryObjects.push(obj);
			}
			
			var objtile;//move and interact with sceneryObejcts.
			for(i;i < sceneryObjects.length;i++) {
				obj = sceneryObjects[i];//sceneryObjects is a reference to the stored array in the sceneChanger holding the SceneryObjects for the currentScene.
				
				this.sceneChanger.sceneryObjectSceneChange(obj,sceneryObjects,16-4,640-12,12,320-12);//very handy method, allowing sceneryObejcts to be thrown into other scenes.
			
				if(!obj) break;//objects can be thrown quickly into other scenes, its remotely possible for them to be thrown fast enough to cause this, when transfering from sceneryObejcts to an array stored in the TileSceneChanger.
				
				if(!obj._grounded) { //_grounded is being used to run this block once.
                        
                    obj.maxSpeed = 25; obj.maxForce = 50;
					obj._veloc.x = this.player._veloc.x*throwSpeed;//set the veloctity to throwSpeed times players velocity that will send it foward.
					obj._veloc.y = this.player._veloc.y*throwSpeed;
					if(obj._veloc.x == 0 && obj._veloc.y == 0) {//if player is not moving determine veloc based on players animation direction, and use less velocity.
						obj._veloc.x = this.player._canvasAnimation.currentAnimation.indexOf("right") != -1 ? throwSpeed : (this.player._canvasAnimation.currentAnimation.indexOf("left") != -1 ? -(throwSpeed) : 0);
						obj._veloc.y = this.player._canvasAnimation.currentAnimation.indexOf("down") != -1 ? throwSpeed : (this.player._canvasAnimation.currentAnimation.indexOf("up") != -1 ? -(throwSpeed) : 0);
					}
					obj.update();//apply velocity and handle collisions.
					obj._grounded = 1;//manually set grounded, which is a setting normally for objects with gravity, but we are not using gravity, we've set _jumps to 0 for all objects and the player.
				} else {//if grounded is 1.
					
					
					if(!obj._solidSit) {//if the obejct is not stopped.
						obj._veloc.x *= .9;//apply friction.
						obj._veloc.y *= .9;//friction causes veloc to reach 0 eventually.
						obj.update();//update applies veloc to position and potentially collides.
						obj._grounded = 1;//keep grounded at 1.
					}
					if(obj._veloc.x < 1 && obj._veloc.y < 1 && obj._veloc.x > -1 && obj._veloc.y > -1 && !obj._solidSit) {
						//if it has basically stopped, make the tile position it is in solid. And mark it to not move anymore.
						objtile = tabageos.BlitMath.checkTileValueAt(obj.x,obj.y,this.sceneChanger.currentMap,16,16,this._helperPoint);
						if(objtile[0] == 0 && objtile[1] == 0) {
							this.player._map[this._helperPoint.y][this._helperPoint.x] = [34,10];//checkTilveValueAt is a loose check returning the tile closest to the x,y given, and placing the index of the exact tile found into _helperPoint.
							obj.setX(this._helperPoint.x*16);obj.setY(this._helperPoint.y*16);
							obj._solidSit = 1;
							obj._eHit = 0;
							
						}
					}
				
				}
				//draw the SceneryObject.
				this.charLayer.copyPixels(this._image,obj.tileRect, obj._pos,16,16);
				
				var exrec = obj.getRectangle(); exrec.x -= 2; exrec.width += 4; exrec.y -= 2; exrec.height += 4;
				//picking up a SceneryObject that has been picked up before and thrown.
				//if the player is not holding anything and e is pressed and it overlaps a sceneryObject, pick up the scenery object.
				if(!this.player.holding && (this.controller.buttons.b) && tabageos.GeometricMath.rectanglesOverlapAmount(exrec, this.player.getRectangle())/16 > 0) {
					
					this.controller.buttons.b = 0;
					this.player.pickUp(obj);
					sceneryObjects.splice(sceneryObjects.indexOf(obj),1);
					this.charLayer.context.clearRect(obj.x,obj.y,16,16);
					objtile = tabageos.BlitMath.checkTileValueAt(obj.x,obj.y,this.player._map,16,16,this._helperPoint);
					if(objtile[0] != 0 || objtile[1] != 0) {
						if(this.player._map[this._helperPoint.y] && this.player._map[this._helperPoint.y][this._helperPoint.x]) {
							this.player._map[this._helperPoint.y][this._helperPoint.x] = [0,0];
						}
					}
					
					break;
					
				}
				
			}
			
			
			if(this.player.holding) {//draw what the player is holding.
				this._helperPoint.x = this.player.x+8;
				this._helperPoint.y = this.player.y +4;
				this.charLayer.copyPixels(this._image,this.player.holdingRect,this._helperPoint,16,16);
			}
			
			//doors, the player walks directly over a door and presses b.
			var tile = tabageos.BlitMath.checkTileValueAt(this.player.x,this.player.y,this.sceneChanger.currentMap,16,16);
			if(tile[0] == 22 && tile[1] == 21 && this.controller.buttons.b && this._endingLevel == 0) {
				this.controller.buttons.b = 0;
				this.transitionToSceneByDoor(6,1000);//transitions to the scene, a 1000 millisecond delay by default, the time is optional.
			}
			if(tile[0] == 34 && tile[1] == 13 && this.controller.buttons.b && this._endingLevel == 0) {
				this.controller.buttons.b = 0;
				this.transitionToSceneByDoor(3);//there is also gotoSceneByDoor which goes right away without a transition, a user holding the b button would constantly switch scenes.
			}
			if(tile[0] == 23 && tile[1] == 20 && this.controller.buttons.b && this._endingLevel == 0) {
				this.controller.buttons.b = 0;
				this.transitionToSceneByDoor(1);
			}
			if(tile[0] == 23 && tile[1] == 13 && this.controller.buttons.b && this._endingLevel == 0) {
				this.controller.buttons.b = 0;
				this.transitionToSceneByDoor(7);
			}
			
			//pick up Scenery from being a tile in the map.
			var tileRight = tabageos.BlitMath.checkTileValueAt(this.player.x + 17,this.player.y,this.sceneChanger.currentMap,16,16, this._helperPoint,[34,10]);
			var tileLeft = tabageos.BlitMath.checkTileValueAt(this.player.x - 2,this.player.y,this.sceneChanger.currentMap,16,16, this._helperPoint,[34,10]);
			var tileUp = tabageos.BlitMath.checkTileValueAt(this.player.x ,this.player.y - 2,this.sceneChanger.currentMap,16,16, this._helperPoint,[34,10]);
			var tileDown = tabageos.BlitMath.checkTileValueAt(this.player.x,this.player.y + 17,this.sceneChanger.currentMap,16,16, this._helperPoint,[34,10]);
			//the optional last param of checkTileValueAt lets us do the above, therefpre helperPoint will only be populated if the result is the value we gave.
			
			//if any tile around the player is a SceneryObject, one of the throwable tiles, and the b button is pressed, pick it up from the map.
			if(!this.player.holding && tabageos.GameSkeleton.game.isPickUp(tileRight,tileLeft,tileUp,tileDown) && this.controller.buttons.b) {//because of checkTileValueAt behavior, we can check all the values together
				//create a TileData Object to be picked up.
				var td = tabageos.TileData.make(this._helperPoint.x*16,this._helperPoint.y*16,[34,10]);//and still we know that helperPoint is only set to the matching value found.
				//picking up TileData.
				this.player.pickUpTileData(td);
				//remove TileData from the currentMap, this method also redraws for the spot the tile was at.
				tabageos.BlitMath.removeTileData(td,this.sceneChanger.currentMap,this.display,this._image,16,16,640,320,1);
				//update the players map to be able to walk past the spot
				this.player._map[this._helperPoint.y][this._helperPoint.x] = [0,0];
				
			}
			
		};
		//instantiate our Platformer Class to start everything.
		new Platformer();
		
	})();
	
	
	



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