public Mainmap(Backend.IHandleEvent parent, SpriteBatch spriteBatch, ContentManager content, Rectangle displayArea, Backend.Map map, bool enabled = true)
: base(parent, spriteBatch, content, displayArea)
{
_font = _content.Load<SpriteFont>("font");
_map = map;
_background = _content.Load<Texture2D>("Minimap");
_circle = _content.Load<Texture2D>("Light2");
_highlightedTile = new Backend.Coords(-1, -1);
_tooltip = new TileTooltip(this, _spriteBatch, _content, _displayRect);
// Load textures to use in environment
// 1. Walls and floor
_walls = new WallTiles(_content, 128, 192, "");
_floors = new WallTiles(_content, 128, 192, "");
// 2. Environmental objects (floor, items, traps, teleporters, chest...)
_environment = new List<TileSet>();
_environment.Add(new TileSet(_content, 128, 192));
_environment[0].Load("Content\\misc.xml");
_environment.Add(new TileSet(_content, 64, 48));
_environment[1].Load("Content\\Arrow.xml");
_environment.Add(new TileSet(_content, 55, 55));
_environment[2].Load("Content\\explosion.xml");
// 3. Moving entities (player, NPCs, enemies)
_actors = new List<ActorView>();
_effects = new List<MapEffect>();
resetActors();
_floatnumbers = new List<FloatNumber>();
_projectiles = new List<Projectile>();
_enabled = enabled;
}