public override void InitializeContent() { // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(GraphicsDevice); var tileMapTexture = Content.Load <Texture2D>("Sprites/candy_sheet"); var collisionTexture = Content.Load <Texture2D>("Sprites/collisions"); _coinTexture = Content.Load <Texture2D>("Sprites/coinGold"); _font = Content.Load <SpriteFont>("Font/Arial"); LoadHudTextures(); Map.TileMapData tileMapData = new Map.TileMapData() { MapHeight = 15, MapWidth = 15, Texture = tileMapTexture, TileHeight = 70, TileWidth = 70, TileMap = map }; for (int y = 0; y < 15; y++) { for (int x = 0; x < 15; x++) { if (x == 0 || x == 14 || y == 0) { collisionMap[y, x] = 1; } if (map[y, x] != -1) { collisionMap[y, x] = 1; } } } Map.TileMapData collisionMapData = new Map.TileMapData() { MapHeight = 15, MapWidth = 15, Texture = collisionTexture, TileHeight = 70, TileWidth = 70, TileMap = collisionMap }; _camera = new Camera.Camera(); _camera.ViewportWidth = GraphicsDevice.Viewport.Width; _camera.ViewportHeight = GraphicsDevice.Viewport.Height; _myMap = new Map.Map(_camera); _myMap.AddLayer(new Map.TileMap(tileMapData)); _myMap.SetCollisionMap(new Map.CollisionMap(collisionMapData)); _player = new Player.Player(new Vector2(500, 10)); _player.Initialize(Content); Reset(); }