#include "loader/Parser.h"
 #include "loader/TypeDescription.h"
 #include "map/Area.h"
+#include "map/Entity.h"
 #include "map/Map.h"
 #include "map/MapState.h"
 #include "map/Tile.h"
 using loader::Parser;
 using loader::TypeDescription;
 using map::Area;
+using map::Entity;
 using map::Map;
 using map::MapState;
 using map::Tile;
                map.SetTileset(&tileset);
                map.SetWidth(1);
 
+               SDL_Surface *mapMaximImg(IMG_Load("test-data/maxim-map.png"));
+               Sprite mapMaximSprite(mapMaximImg, 32, 64);
+               Entity mapMaxim;
+               mapMaxim.SetSprite(&mapMaximSprite);
+               mapMaxim.Position() = Vector<float>(80, 160);
+
                InitScreen screen(width, height);
 
                app::State *state(0);
                        state = battleState;
                } else {
                        MapState *mapState(new MapState(&map));
+                       mapState->AddEntity(&mapMaxim);
+                       mapState->ControlEntity(&mapMaxim);
                        state = mapState;
                }