protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); WorldRendererFactory factory = new WorldRendererFactory(); renderer = factory.CreateRenderer(GraphicsDevice, Content); map.CreateEmptyRegion(new Position(0, 0), new Size(50, 50)); var rand = new Random(); foreach (var tile in map.AllTiles) { var tileCpy = tile; tileCpy.TransitionUR = (byte)rand.Next(renderer.TransitionURCount); tileCpy.TransitionUC = (byte)rand.Next(renderer.TransitionUCCount); tileCpy.TransitionUL = (byte)rand.Next(renderer.TransitionULCount); } for (int x = 3; x < 10; ++x) { for (int y = 3; y < 10; ++y) { var tileRef = map[x, y]; tileRef.Id = 1; } } for (int x = 14; x < 25; ++x) { for (int y = 2; y < 8; ++y) { var tileRef = map[x, y]; tileRef.Id = 2; } } for (int x = 6; x < 15; ++x) { for (int y = 8; y < 14; ++y) { var tileRef = map[x, y]; tileRef.Id = 3; } } for (int x = 2; x < 7; ++x) { for (int y = 10; y < 18; ++y) { var tileRef = map[x, y]; tileRef.Id = 5; } } for (int x = 13; x < 27; ++x) { for (int y = 12; y < 17; ++y) { var tileRef = map[x, y]; tileRef.Id = 7; } } }