text: import arcade
  import game.constants as constants
  
  from random import randint
  
  class GroundSprite(arcade.Sprite):
      """ Class inherits from arcade.Sprite for Ground sprites 
      Stereotype:
          Information Holder
      Attributes:
          physics_engine(None): intialize the phusics engine variable
      Contributors:
          Isabel Aranguren
          Reed Hunsaker
      """
      def __init__(self):
          """Initalize the GroundSprite class
          Args:
              self (GroundSprite): An instance of GroundSprite
          Contributors:
              Reed Hunsaker
              Isabel Aranguren
          """
          super().__init__()
          
          # Our physics engine
          self.physics_engine = None
      
  class Ground:
      """ Class creates map 
      Stereotype:
          Information Holder
      Attributes:
          map_name(file_path): map file
          platforms_layer_name (string): layer name for the platforms
          my_map (arcade.titlemap.read_tmx): intializes the map using the arcade library
          ground_sprite_list (arcade.tilemap.process_layer): ground sprite list
          physics_engine (arcade.PhysicsEnginePlatformer): intialize the physics engine with the wall
      Contributors:
          Isabel Aranguren
          Reed Hunsaker
      """
      def __init__(self):
          """Initalize the Gorund class
          Args:
              self (Ground): An instance of Ground
          Contributors:
              Reed Hunsaker
              Isabel Aranguren
          """
          # Name of map file to load
          self.map_name = constants.WALLS
          self.platforms_layer_name = 'Walls'
          
          # Read in the tiled map
          self.my_map = arcade.tilemap.read_tmx(self.map_name)    
          self.ground_sprite_list = arcade.tilemap.process_layer(map_object=self.my_map,
                                                        layer_name=self.platforms_layer_name,
                                                        scaling=constants.TILE_SCALING,
                                                        use_spatial_hash=True)
          # Set the background color
          if self.my_map.background_color:
              arcade.set_background_color(self.my_map.background_color)
  
          # Create the 'physics engine'
          self.physics_engine = arcade.PhysicsEnginePlatformer(self.ground_sprite_list,
                                                               constants.GRAVITY)