     constructor: (@id, @name) ->
         super
 
-        @level = new Game.Level [32, 32, 16]
+        @level = new Game.Level [12, 12, 6]
+        @entities = {}
+        @clients = {}
+        @difficulty = 1
+        @state = Game.State.ACTIVE
+        @spawnApple()
+
+    ###
+    Spawn an apply in the level attached to this room.
+    ###
+    spawnApple: () ->
+        entity = new Game.AppleEntity
+        entity.position = @level.getRandomCoordinate()
+        @level.world[entity.position[0]][entity.position[1]][entity.position[2]] = entity
+        @addEntity entity
 
     ###
     Set the primary difficulty.

    onRoomTick: (event, room) ->
        # Calculate latest positions for all entities
        for id, entity of room.entities
            oldPosition = entity.position[..]
            position = entity.position
            direction = entity.direction

            # Increment x, y and z positioning by direction
            # vector value

        if client
            if type == 'setDirection'
                client.entity.direction = parameters.direction
            else if type == 'setState'
                room.setState Game.State[parameters.state]


###
