var maze:b2Body;
                var mazeArr:Array = [[1,1,1,1,1,1,1,1,1],[1,0,0,0,0,0,0,0,1],[1,1,1,1,1,1,1,0,1],[1,0,0,0,1,0,0,0,1],[1,0,1,0,1,0,1,1,1],[1,0,1,0,1,0,0,0,1],[1,0,1,1,1,1,1,0,1],[1,0,0,0,0,0,0,0,1],[1,1,1,1,1,1,1,1,1]];
                     
                // Add the Maze
                var bodyDefk = new b2BodyDef();
                bodyDefk.position.Set(6.5, 3.5);
                maze = m_world.CreateBody(bodyDefk);
               
                   for (var j:int = 0; j < 3; j++)
                   {
                      for (var k:int = 0; k < 3; k++)
                      {
                         if (mazeArr[j][k] == 1)
                         {
                       var   boxDefk = new b2PolygonDef();
                       boxDefk.SetAsOrientedBox(0.5, 0.5, new b2Vec2(-4 + k, -4 + j), 0);
                         boxDefk.density = 4;
                         boxDefk.friction = 1;
                         boxDefk.restitution = 0.1;
                         maze.CreateShape(boxDefk);
                         bodies.push(maze);
                      }
                   }
                }
                  
                maze.SetMassFromShapes();*/
 
 
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