public Map(GraphicsDevice graphics,Texture2D tileSheet)
{
height = graphics.DisplayMode.Height / size;
width = graphics.DisplayMode.Width / size;
tileMap = new Tile[height, width]; //Initializes the new map
for (int y = 0; y < height; y++) //Defaults all values to -1 (saves processing time)
for (int x = 0; x < width; x++)
tileMap[y, x] = null;
for (int x = 0; x < width; x++) //Better put a floor down!
tileMap[12, x] = new Tile(tileSheet, new Rectangle(size*1,size*0,size,size),Tile.COLLIDES_WITH_TOP);
for (int y = 13; y < height; y++) //Fill everything under the floor so it looks nice
for (int x = 0; x < width; x++)
tileMap[y, x] = new Tile(tileSheet, new Rectangle(size * 1, size * 1, size, size), Tile.SOLID_BLOCK);
}