public Tile(Vector2 Position, Texture2D Texture, Texture2D HighLitedTexture, Texture2D DecorationTexture, int FrameSizeX, int FPS, int NotSelectedFrame, Animation Selected, int ClickedFrame, int MovingPointsNeeded, int GiveArmor, string TileName, float Layer = DefaultLayer) : base(Position, Texture, FrameSizeX, FPS, NotSelectedFrame, Selected, ClickedFrame, NotSelectedFrame, Layer) { this.TileName = TileName; TileContains = MapTiles.NONE; this.MovingPointsNeeded = MovingPointsNeeded; this.GiveArmor = GiveArmor; this.HighLitedTexture = HighLitedTexture; MainTexture = Texture; Decoration = new BasicSprite(Position, DecorationTexture, Layer + 0.003f); Intersector.GetPointsFromOffsets ( new Vector2(_Position.X, _Position.Y + _FrameSize.Y * _Scale.Y / 2), new Vector2(_FrameSize.X * _Scale.X / 4, -_FrameSize.Y * _Scale.Y / 2), new Vector2(3 * _FrameSize.X * _Scale.X / 4, -_FrameSize.Y * _Scale.Y / 2), new Vector2(_FrameSize.X * _Scale.X, 0), new Vector2(3 * _FrameSize.X * _Scale.X / 4, _FrameSize.Y * _Scale.Y / 2), new Vector2(_FrameSize.X * _Scale.X / 4, _FrameSize.Y * _Scale.Y / 2) ); }