function LoadMap(lvl) ClearWalls() local mapfilelocation = "maps/" local extention = ".lua" local mapname = mapfilelocation .. "map" .. lvl .. extention GameMap = STI(mapname) --Walls = {} if GameMap.layers["Walls"] then for _, obj in ipairs(GameMap.layers["Walls"].objects) do local wall = World:newRectangleCollider(obj.x, obj.y, obj.width, obj.height) wall:setType("static") table.insert(Walls, wall) Walls[#Walls]:setCollisionClass("Wall") end end end