new_contents: import pygame
  
  class Land(pygame.sprite.Sprite):
  	def __init__(self, level, *groups):
  		super(Land, self).__init__(*groups)
  		#the game level
  		self.level = level
  		#base image
  		self.level.animator.set_Img(0,5)
  		self.image = self.level.animator.get_Img().convert()
  		self.image.set_colorkey((255,0,0))
  		#location
  		self.firstflag = True
  		self.mapx = 0 
  		self.mapy = 0 
  		self.scrnx = 0
  		self.scrny = 0
  		#type
  		self.flavor_saver = ["Void", "Grassland", "Grass and Trees", "Light Woods", "Medium Woods", "Dense Woods", "Hills", "Scrub", "Dunes",\
  			"Gravel", "Mountain", "Extinct Volcano", "Active Volcano", "Water", "Ocean", "Whirlpool"]
  		self.flavor = "Void"
  
  	def spawn(self,x,y):
  		if self.firstflag:
  			self.mapx = x
  			self.mapy = y
  			firstflag = False
  		self.scrnx = x
  		self.scrny = y
  		self.rect = pygame.rect.Rect((x * self.level.tilex, y * self.level.tiley), self.image.get_size())
  		
  	def set_type(self, land):
  		self.flavor = self.flavor_saver[land]
  		if land == 0:
  			xind = 0
  			yind = 5
  		if land == 1:
  			xind = 0
  			yind = 0
  		if land == 2:
  			xind = 0
  			yind = 2
  		if land == 3:
  			xind = 4
  			yind = 0
  		if land == 4:
  			xind = 4
  			yind = 1
  		if land == 5:
  			xind = 4
  			yind = 2
  		if land == 6:
  			xind = 0
  			yind = 1
  		if land == 7:
  			xind = 1
  			yind = 0
  		if land == 8:
  			xind = 1
  			yind = 1
  		if land == 9:
  			xind = 2
  			yind = 0
  		if land == 10:
  			xind = 2
  			yind = 1
  		if land == 11:
  			xind = 2
  			yind = 2
  		if land == 12:
  			xind = 2
  			yind = 3
  		if land == 13:
  			xind = 3
  			yind = 0
  		if land == 14:
  			xind = 3
  			yind = 1
  		if land == 15:
  			xind = 3
  			yind = 2
  		self.level.animator.set_Img(xind,yind)
  		self.image = self.level.animator.get_Img().convert()
  		
  	def set_Index(self, x, y):
  		self.scrnx = x
  		self.rect.x = x*self.level.tilex
  		self.scrny = y
  		self.rect.y = y*self.level.tiley
  		
  	def get_Index(self, axis):
  		if axis == 'X':
  			return self.scrnx
  		if axis == 'Y':
  			return self.scrny
  		return -1
  
subject: Create tile.py