//Generate a randomized tile set (Does not check for blocked off areas) private void GenerateTiles(out Tile[,] tiles, int arraySize, int xyArraySize, int pTileSize) { tiles = new Tile[arraySize, arraySize]; for (int x = 0; x < xyArraySize; x++) { for (int y = 0; y < xyArraySize; y++) { tiles[x, y] = new Tile(tileTextures.TextureRandomizer(), pTileSize, pTileSize, x * pTileSize, y * pTileSize, x, y); } } }