public void drawMap() { this.sColor = mapColor(); //determine if a map exists, if so, unload it. Otherwise, initialize a fresh oMapArray. if (oMapArray == null) { // do nothing oMapArray = new TileButton[iXSize, iYSize]; } else { unloadMap(); } lCoords = PathBuilder.MakeViableMap(iXSize, iYSize); for (int xPos = 0; xPos < iXSize; xPos++) { for (int yPos = 0; yPos < iYSize; yPos++) { oMapArray[xPos, yPos] = NewRandomTile(xPos, yPos, sColor); } } CompleteMap(); }