/*using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;

namespace MegaManRipoff.MainGameClasses
{
    /// <summary>
    /// A special tile that is only solid for short periods of time. They
    /// are typically arranged into puzzles - users must figure out the
    /// pattern in order to jump across the tiles and proceed. This implementation
    /// of a tile is quite different from any other tile. Or, it would be
    /// if I was able to figure it out.
    /// </summary>
    class DisappearingTile : Tile
    {
        #region Member Variables

        /// <summary>
        /// The tile's position once it has appeared.
        /// </summary>
        Vector2 _destination;

        /// <summary>
        /// The infamous and fear-inducing "VOOOOOM" sound used whenever
        /// this tile appears.
        /// </summary>
        SoundEffect _appearSound;

        #endregion

        /// <summary>
        /// Creates a new disappearing tile with a given hitbox.
        /// </summary>
        /// <param name="position">The position to create the tile.</param>
        /// <param name="textureOrigin">The origin of the tile's graphic
        /// in the tileset.</param>
        /// <param name="hitbox">The tile's hitbox, relative to its position.</param>
        public DisappearingTile(Vector2 position, Point textureOrigin, Rectangle hitbox)
            : base(position, textureOrigin, hitbox)
        {
            _friction = Tile.DEFAULT_FRICTION;
            _isSolid = false;
        }
    }
}*/
