         ledge.end = vars.iColEnd
         ledge.facing = vars.prevFacing
         # Transform.
-        @_addLedgeDifficulty ledge, vars
+        @_addLedgeDifficulty(ledge, vars)
         # Save.
-        @ledges.push ledge
+        @ledges.push(ledge)
         # Unpack.
         vars.iColStart = ledge.start
         vars.iColEnd = ledge.end

        iLedgeRow: -1 # when used, starts at 1
        iLedgeLayer: -1

        numCols: Math.floor mapSize.width / @tileWidth
        numRows: Math.floor @config.mapH / @tileHeight
        numRowsClearance: @minLedgeSpacing.y + @ledgeThickness
        numLedgeRows: -1


    constructor: (@config, game, gui) ->
      @minLedgeSize = 3
      @maxLedgeSize = 5
      @minLedgeSpacing = new Point(4, 2)
      @maxLedgeSpacing = new Point(8, 4)
      @ledgeThickness = 2
      @tileWidth = @tileHeight = 32
      @ledges = []
      @tiles = []

      @_initialize(game, gui)

    _initialize: (game, gui) ->
      @game = game # FIXME: Not great, but easy.

      @_initDebugging(gui)

      @makeMap(game)
      return

    _initDebugging: (gui) ->
      @debugNamespace = 'platforms'

      {@debugging} = defines
      completedInit = @_initDebugMixin(gui)
      return unless completedInit

    destroy: ->
