Your object should have its own members, for example.
However, These names should be more descriptive so that other programmers reading your code can follow along. For this example, I'll use m_Input.
m_Input is now a member, it is however private. So only methods that are inside of the Player Object can assign a value to m_Input or manipulate m_Input's value.
Other methods that are not inside of the Player Object can't access, or mutate, m_Input because they cannot see it- this is because m_Input is set to private.
We can allow them to access m_Input by creating public methods to set m_Input up with a value or to get the value that is stored in m_Input (which is what you were doing).
Take note of the "String e" inside of the arguments of the function. You can change the variable "e" to whatever you want, and its scope is only defined inside of the setInput function. "e" will lose its value once this function ends. So we store its value to the member's object m_Input so this way we can keep it.
Also, keep in mind that the value stored inside of the member m_Input can only be seen by methods that are inside of the Player Object, you will have to code a method to allow others to see the value inside of m_Input.
Please note the argument has nothing inside of the argument parenthesis. The getInput method only returns the value of the Input whenever it is called.
Since your program has a static method, you will have to create an instance of your Player object inside of it, which you did.
Whenever you call "new" on an object:
In memory, the computer allocates enough space to store all of the Object's members and their values for that instance of your object. In this class, our instance of the Player Object is called player.
This means, in memory, player, has its own member m_Input that we can set a value to and view its value using our get and set methods.
I was informed by staff to not give you a solution and have you work on it.
I hope this helps point you in the right direction.