//Used to create the maps for each level, allocates list of all relevant tiles
 public void generateGrid(int levelNum)
 {
     getMap = new MapContainer(gameObj);
     this.collisonTile = new List<CollisionTile>();
     this.playerTile = new List<PlayerTile>();
     this.statusTile = new List<StatusTile>();
     this.spikeTile = new List<SpikeTile>();
     this.craneTile = new List<CraneTile>();
     this.scoreTiles = new List<ScoreTiles>();
     this.slipperyTiles = new List<SlipperyTile>();
     this.resourceTile = new List<ResourceTiles>();
     this.guiTiles = new List<Tile>();
     this.caveTopTile = new List<CaveTopTile>();
     this.backGroundTile = new List<BackGroundTile>();
     this.itemTile = new List<ItemTile>();
     this.platFormTile = new List<PlatFormTile>();
     this.ladderTile = new List<LadderTile>();
     this.crackedTile = new List<CrackedTile>();
     this.wireTile = new List<WireTile>();
     this.ohmTile = new List<OhmTile>();
     this.ohmDropTile = new List<OhmDropTile>();
     this.shadeTile = new List<ShadedTile>();
     switch (levelNum)
     {
         //Map for lvl 0
         case 0:
             {
                 populateGrid(getMap.levelZero);
                 break;
             }
         //Map for lvl 1
         case 1:
             {
                 populateGrid(getMap.levelOne);
                 break;
             }
         //Map for lvl 2
         case 2:
             {
                 populateGrid(getMap.levelTwo);
                 break;
             }
         //Map for lvl 3
         case 3:
             {
                 populateGrid(getMap.levelThree);
                 break;
             }
         //Map for lvl 4
         case 4:
             {
                 populateGrid(getMap.levelFour);
                 break;
             }
         //Map for lvl DZLVL
         case 6:
             {
                 populateGrid(getMap.dangerZone);
                 break;
             }
         //Map for lvl CurrLVL
         case 7:
             {
                 populateGrid(getMap.CraneLevel);
                 break;
             }
         //Map for lvl 3MiniGame
         case 8:
             {
                 populateGrid(getMap.lvl3MiniGame);
                 break;
             }
         //Map for lvl 4MiniGame
         case 9:
             {
                 populateGrid(getMap.lvl4MiniGame);
                 break;
             }
         //Map for lvl 1PostEvent
         case 11:
             {
                 populateGrid(getMap.levelOnePostEvent);
                 break;
             }
         //Map for lvl 2PostEvent
         case 12:
             {
                 populateGrid(getMap.levelTwoPostEvent);
                 break;
             }
         //Map for lvl 3PostEvent
         case 13:
             {
                 populateGrid(getMap.levelThreePostEvent);
                 break;
             }
         //Map for lvl 14PostEvent
         case 14:
             {
                 populateGrid(getMap.levelFourPostEvent);
                 break;
             }
         case -199:
             {
                 populateGrid(getMap.shaderMap);
                 break;
             }
     }
 }
        //Used to create the maps for each level, allocates list of all relevant tiles
        public void generateGrid(int levelNum)
        {
            getMap = new MapContainer(gameObj);
            this.collisonTile = new List<CollisionTile>();
            this.guiTiles = new List<Tile>();
            this.caveTopTile = new List<CaveTopTile>();
            this.backGroundTile = new List<BackGroundTile>();
            this.itemTile = new List<ItemTile>();
            this.platFormTile = new List<PlatFormTile>();
            this.ladderTile = new List<LadderTile>();
            this.crackedTile = new List<CrackedTile>();
            this.wireTile = new List<WireTile>();
            this.ohmTile = new List<OhmTile>();
            this.ohmDropTile = new List<OhmDropTile>();
            this.shadeTile = new List<ShadedTile>();
            switch (levelNum)
            {
                case 0:
                    {
                        populateGrid(getMap.levelZero);
                        break;
                    }
                case 1:
                    {
                        populateGrid(getMap.levelOne);
                        break;
                    }
                case 2:
                    {
                        populateGrid(getMap.levelTwo);
                        break;
                    }
                case 3:
                    {
                        populateGrid(getMap.levelThree);
                        break;
                    }
                case 4:
                    {
                        populateGrid(getMap.levelFour);
                        break;
                    }
                case 5:
                    {
                        populateGrid(getMap.levelFive);
                        break;
                    }
                case 6:
                    {
                        populateGrid(getMap.dangerZone);
                        break;
                    }
                case 7:
                    {
                        populateGrid(getMap.levelOnePostEvent);
                        break;
                    }
                case 8:
                    {
                        populateGrid(getMap.CraneLevel);
                        break;
                    }
                case 9:
                    {
                        populateGrid(getMap.levelTwoPostEvent);
                        break;
                    }
                case -199:
                    {
                        populateGrid(getMap.shaderMap);
                        break;
                    }

            }
        }