private void GenerateItems() { foreach (var island in _islands) { Rectangle room = island[Game.Random.Next(island.Count - 1)]; Point randomRoomLocation = _map.GetRandomWalkableLocationInRoom(room); // It's possible that the room doesn't have space to place a monster // In that case skip creating the monster if (randomRoomLocation != Point.Zero) { // Temporarily hard code this monster to be created at level 1 Item item = new Item(); item.X = randomRoomLocation.X; item.Y = randomRoomLocation.Y; _map.AddItem(item); } } }