when it finds new longest string after this loop finishes executingthe maxwidth variable will be set to the length of the longest string in maptextlines add spaces to the ends of the shorter rows this ensures the map will be rectangular for in range(len(maptextlines))maptextlines[ +(maxwidth len(maptextlines[ ])the for loop on line goes through the strings in maptextlines againthis time to add enough space characters to pad each to be as long as maxwidth convert maptextlines to map object for in range(len(maptextlines[ ]))mapobj append([]for in range(len(maptextlines))for in range(maxwidth)mapobj[xappend(maptextlines[ ][ ]the maptextlines variable just stores list of strings (each string in the list represents rowand each character in the string represents character at different column this is why line has the and indexes reversedjust like the shapes data structure in the tetromino game but the map object will have to be list of list of single-character strings such that mapobj[ ][yrefers to the tile at the xy coordinates the for loop on line adds an empty list to mapobj for each column in maptextlines the nested for loops on line and will fill these lists with single-character strings to represent each tile on the map this creates the map object that star pusher uses loop through the spaces in the map and find the @and characters for the starting game state startx none the and for the player' starting position starty none goals [list of (xytuples for each goal stars [list of (xyfor each star' starting position for in range(maxwidth)for in range(len(mapobj[ ]))if mapobj[ ][yin ('@''+')'@is player'+is player goal startx starty if mapobj[ ][yin (''+''*')is goal'*is star goal goals append((xy)email questions to the authoral@inventwithpython com