def METHOD_NAME(self):
    """ Set up everything with the game """
    # Create the sprite lists
    self.player_list = arcade.SpriteList()
    self.bullet_list = arcade.SpriteList()
    # Map name
    map_name = ":resources:/tiled_maps/pymunk_test_map.json"
    # Load in TileMap
    tile_map = arcade.load_tilemap(map_name, SPRITE_SCALING_TILES)
    # Pull the sprite layers out of the tile map
    self.wall_list = tile_map.sprite_lists["Platforms"]
    self.item_list = tile_map.sprite_lists["Dynamic Items"]
    # Create player sprite
    self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/femalePerson_idle.png",
                                       SPRITE_SCALING_PLAYER)
    # Set player location
    grid_x = 1
    grid_y = 1
    self.player_sprite.center_x = SPRITE_SIZE * grid_x + SPRITE_SIZE / 2
    self.player_sprite.center_y = SPRITE_SIZE * grid_y + SPRITE_SIZE / 2
    # Add to player sprite list
    self.player_list.append(self.player_sprite)
    # --- Pymunk Physics Engine Setup ---
    # The default damping for every object controls the percent of velocity
    # the object will keep each second. A value of 1.0 is no speed loss,
    # 0.9 is 10% per second, 0.1 is 90% per second.
    # For top-down games, this is basically the friction for moving objects.
    # For platformers with gravity, this should probably be set to 1.0.
    # Default value is 1.0 if not specified.
    damping = DEFAULT_DAMPING
    # Set the gravity. (0, 0) is good for outer space and top-down.
    gravity = (0, -GRAVITY)
    # Create the physics engine
    self.physics_engine = arcade.PymunkPhysicsEngine(damping=damping,
                                                     gravity=gravity)
    # Add the player.
    # For the player, we set the damping to a lower value, which increases
    # the damping rate. This prevents the character from traveling too far
    # after the player lets off the movement keys.
    # Setting the moment of inertia to PymunkPhysicsEngine.MOMENT_INF prevents it from
    # rotating.
    # Friction normally goes between 0 (no friction) and 1.0 (high friction)
    # Friction is between two objects in contact. It is important to remember
    # in top-down games that friction moving along the 'floor' is controlled
    # by damping.
    self.physics_engine.add_sprite(self.player_sprite,
                                   friction=PLAYER_FRICTION,
                                   mass=PLAYER_MASS,
                                   moment_of_inertia=arcade.PymunkPhysicsEngine.MOMENT_INF,
                                   collision_type="player",
                                   max_horizontal_velocity=PLAYER_MAX_HORIZONTAL_SPEED,
                                   max_vertical_velocity=PLAYER_MAX_VERTICAL_SPEED)
    # Create the walls.
    # By setting the body type to PymunkPhysicsEngine.STATIC the walls can't
    # move.
    # Movable objects that respond to forces are PymunkPhysicsEngine.DYNAMIC
    # PymunkPhysicsEngine.KINEMATIC objects will move, but are assumed to be
    # repositioned by code and don't respond to physics forces.
    # Dynamic is default.
    self.physics_engine.add_sprite_list(self.wall_list,
                                        friction=WALL_FRICTION,
                                        collision_type="wall",
                                        body_type=arcade.PymunkPhysicsEngine.STATIC)
    # Create the items
    self.physics_engine.add_sprite_list(self.item_list,
                                        friction=DYNAMIC_ITEM_FRICTION,
                                        collision_type="item")