// Assigning tile type to each tile void GenerateMapData() { // Allocate our map tiles tiles = new int[mapWidth, mapLength]; int x, y; // Initialize our map tiles to be grass for (x = 0; x < mapWidth; x++) { for (y = 0; y < mapLength; y++) { tiles[x, y] = 0; } } Map1.SetUp(); tiles = Map1.tiles; //// Make a big swamp area //for (x = 3; x <= 5; x++) //{ // for (y = 0; y < 4; y++) // { // tiles[x, y] = 1; // } //} //// Make a u-shaped mountain range //tiles[5, 4] = 2; //tiles[6, 4] = 2; //tiles[7, 4] = 2; //tiles[8, 4] = 2; //tiles[4, 5] = 2; //tiles[4, 6] = 2; //tiles[8, 5] = 2; //tiles[8, 6] = 2; }