GAME.setConsts({
  canvas : document.createElement("canvas"),
  CANVAS_WIDTH : 800,
  CANVAS_HEIGHT : 600,
  C_PLAYER : "rgb(0,255,0)",
  C_PL_BULLET : "rgb(0,0,255)",
  C_ENEMY : "rgb(255,0,0)",
  C_EN_BULLET : "rgb(100,100,100)",
  C_FLOOR  : "rgb(255,255,255)",
  C_WALL : "rgb(0,0,0)",
});

GAME.setConsts({
  ctx : GAME.canvas.getContext("2d"),
});

GAME.Renderer = (function() {
  var canvas = GAME.canvas,
      height = GAME.CANVAS_HEIGHT,
      width  = GAME.CANVAS_WIDTH,
      ctx    = GAME.ctx,
      C_FLOOR = GAME.C_FLOOR,
      C_WALL = GAME.C_WALL,
      C_PLAYER = GAME.C_PLAYER;

  canvas.height = height;
  canvas.width = width;

  function drawFloors() {
    ctx.fillStyle = C_FLOOR;
    ctx.fillRect(0,0,width,height); // Fill everything as floors to start
  }

  function draw() {
    drawFloors();
  }

  return {
    draw : draw,
  }
})();

@@ -100,16 +100,34 @@
  : 600,%0A
+  TILE_SCALE : 5,%0A
   C_PLAY
@@ -503,25 +503,92 @@
     
-ctx    = GAME.ctx
+scale = GAME.TILE_SCALE,%0A      ctx    = GAME.ctx,%0A      WALL_TILE   = GAME.WALL_TILE
 ,%0A  
@@ -727,16 +727,149 @@
 width;%0A%0A
+  function drawTile(x, y) %7B%0A    //TODO: Check if tile is within window bounds%0A    ctx.drawRect(x*scale, y*scale, scale, scale);%0A  %7D%0A%0A
   functi
@@ -990,24 +990,348 @@
  start%0A  %7D%0A%0A
+  function drawWalls() %7B%0A    ctx.fillStyle = C_WALL;%0A    var level = GAME.current_level;%0A    for (var i = 0, len = level.tilemap.length; i %3C len; i++)%7B%0A      for (var j = 0, hei = level.tilemap%5Bi%5D.length; j %3C hei; j++) %7B%0A        if (level.tilemap%5Bi%5D%5Bj%5D == WALL_TILE) %7B%0A          drawTile(i,j);%0A        %7D%0A      %7D %0A    %7D%0A  %7D%0A%0A
   function d
@@ -1356,16 +1356,33 @@
 oors();%0A
+    drawWalls();%0A
   %7D%0A%0A  r

Add drawWalls function