old_contents: /* global Player */
  
  (function () {
    'use strict';
  
    var Game = {
      init: function () {
        Game.keysDown = {};
  
        Game.createCanvas();
        Game.loadBackground();
  
        Game.player = new Player(50, 50);
  
        Game.bind();
      },
  
      bind: function () {
        document.addEventListener('keydown', function (e) {
          Game.keysDown[e.keyCode] = true;
        }, false);
  
        document.addEventListener('keyup', function (e) {
          delete Game.keysDown[e.keyCode];
        }, false);
      },
  
      createCanvas: function () {
        Game.canvas = document.createElement('canvas');
        Game.context = Game.canvas.getContext('2d');
  
        Game.canvas.width = 512;
        Game.canvas.height = 480;
  
        document.body.appendChild(Game.canvas);
      },
  
      loadBackground: function () {
        Game.backgroundReady = false;
  
        Game.backgroundImg = new Image();
        Game.backgroundImg.src = 'public/images/background.png';
  
        Game.backgroundImg.onload = function () {
          Game.backgroundReady = true;
        };
      },
  
      update: function (modifier) {
        var verticalBoundary = 35,
            horizontalBoundary = 35;
  
        // UP
        if (Game.keysDown[38] && Game.player.y > verticalBoundary) {
          Game.player.setY(Game.player.y - (Game.player.speed * modifier));
        }
  
        // DOWN
        if (Game.keysDown[40] && Game.player.y < Game.canvas.height - verticalBoundary - Player.height) {
          Game.player.setY(Game.player.y + (Game.player.speed * modifier));
        }
  
        // RIGHT
        if (Game.keysDown[39] && Game.player.x < Game.canvas.width - horizontalBoundary - Player.width) {
          Game.player.setX(Game.player.x + (Game.player.speed * modifier));
        }
  
        // LEFT
        if (Game.keysDown[37] && Game.player.x > horizontalBoundary) {
          Game.player.setX(Game.player.x - (Game.player.speed * modifier));
        }
      },
  
      render: function () {
        if (Game.backgroundReady) {
          Game.context.drawImage(Game.backgroundImg, 0, 0);
        }
  
        Game.player.render(Game.context);
      }
    };
  
    // expose Game globally
    window.Game = Game;
  }());
  
new_contents: /* global Player */
  
  (function () {
    'use strict';
  
    var Game = {
      init: function () {
        Game.keysDown = {};
  
        Game.createCanvas();
        Game.loadBackground();
  
        Game.player = new Player(
          Game.canvas.width / 2 - Player.width / 2,
          Game.canvas.height / 2 - Player.height / 2
        );
  
        Game.bind();
      },
  
      bind: function () {
        document.addEventListener('keydown', function (e) {
          Game.keysDown[e.keyCode] = true;
        }, false);
  
        document.addEventListener('keyup', function (e) {
          delete Game.keysDown[e.keyCode];
        }, false);
      },
  
      createCanvas: function () {
        Game.canvas = document.createElement('canvas');
        Game.context = Game.canvas.getContext('2d');
  
        Game.canvas.width = 512;
        Game.canvas.height = 480;
  
        document.body.appendChild(Game.canvas);
      },
  
      loadBackground: function () {
        Game.backgroundReady = false;
  
        Game.backgroundImg = new Image();
        Game.backgroundImg.src = 'public/images/background.png';
  
        Game.backgroundImg.onload = function () {
          Game.backgroundReady = true;
        };
      },
  
      update: function (modifier) {
        var verticalBoundary = 35,
            horizontalBoundary = 35;
  
        // UP
        if (Game.keysDown[38] && Game.player.y > verticalBoundary) {
          Game.player.setY(Game.player.y - (Game.player.speed * modifier));
        }
  
        // DOWN
        if (Game.keysDown[40] && Game.player.y < Game.canvas.height - verticalBoundary - Player.height) {
          Game.player.setY(Game.player.y + (Game.player.speed * modifier));
        }
  
        // RIGHT
        if (Game.keysDown[39] && Game.player.x < Game.canvas.width - horizontalBoundary - Player.width) {
          Game.player.setX(Game.player.x + (Game.player.speed * modifier));
        }
  
        // LEFT
        if (Game.keysDown[37] && Game.player.x > horizontalBoundary) {
          Game.player.setX(Game.player.x - (Game.player.speed * modifier));
        }
      },
  
      render: function () {
        if (Game.backgroundReady) {
          Game.context.drawImage(Game.backgroundImg, 0, 0);
        }
  
        Game.player.render(Game.context);
      }
    };
  
    // expose Game globally
    window.Game = Game;
  }());
  
subject: Initialize Player in the center of the map