I'm developing a 3D Board Game based on the World of Warcraft miniatures board game.

I don't know what's wrong ... the game runs and the system is like this

I have a model that can move in a map through Cells
I made a procedure so you click and move but there is a problem when you return to the CellSpace[1,1] it calls a NullReference for gameobject.model.mesh in RayIntersectsModel(Ray ray, GameObject gameobject);


anyone can help me finding a solution for this please?

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace WoWminis
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        public MouseState cursorstate;

        GameObject terrain = new GameObject();
        GameObject BaseTop = new GameObject();
        GameObject BaseBottom = new GameObject();

        Vector3 cameraPosition = new Vector3(0.0f, 130.0f, 50.0f);
        Vector3 cameraLookAt = new Vector3(0.0f, 0.0f, 7.5f);
        Matrix cameraProjectionMatrix;
        Matrix cameraViewMatrix;

        KeyboardState oldState;

        SpriteFont font;
        double posX;
        double posZ;
        Vector2 debugDrawpointX = new Vector2(0.01f, 0.01f);
        Vector2 debugDrawpointZ = new Vector2(0.01f, 0.05f);
        Rectangle viewportRect;

        BoardCells[,] Cell = new BoardCells[11, 12];

        sprite2D cursor;


        GameObject[,] CellSpace = new GameObject[11, 12];

        Ubase BASE = new Ubase();

        bool click = false;
        bool pressed = false;









        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            this.graphics.PreferredBackBufferWidth = 1280;
            this.graphics.PreferredBackBufferHeight = 720;

            //this.graphics.IsFullScreen = true;

        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);



            terrain.model = Content.Load<Model>("Models\\Map");
            terrain.rotation = new Vector3(-1 * MathHelper.ToRadians(90.0f), 0.0f, -1 * MathHelper.ToRadians(90.0f));
            BaseTop.model = Content.Load<Model>("Models\\BaseTop");
            BaseTop.rotation = new Vector3(-1 * MathHelper.ToRadians(90.0f), 0.0f, -1 * MathHelper.ToRadians(0.0f));
            BaseTop.scale = 0.15f;
            BaseBottom.model = Content.Load<Model>("Models\\BaseBottom");
            BaseBottom.rotation = new Vector3(-1 * MathHelper.ToRadians(90.0f), 0.0f, -1 * MathHelper.ToRadians(90.0f));
            BaseBottom.scale = 0.15f;

            BaseTop.position = new Vector3(0.0f, 1.0f, 0.0f);
            BaseBottom.position = new Vector3(0.0f, 1.0f, 0.0f);



            font = Content.Load<SpriteFont>("Fonts\\GameFont");
            viewportRect = new Rectangle(0, 0,
                graphics.GraphicsDevice.Viewport.Width,
                graphics.GraphicsDevice.Viewport.Height);
            LoadBoard();

            BaseTop.position = Cell[1, 1].position + new Vector3(0.0f, 1.0f, 0.0f);
            BaseBottom.position = Cell[1, 1].position + new Vector3(0.0f, 1.0f, 0.0f);
            BASE.posX = 1;
            BASE.posZ = 1;
            BASE.name = "Test";
            BASE.turn = 1;

            cursor = new sprite2D(Content.Load<Texture2D>("Sprites\\Cursor"));
            cursor.position = Vector2.Zero;

            //test
            for (int i = 1; i < 11; i++)
            {
                for (int x = 1; x < 12; x++)
                {
                    CellSpace[i, x] = new GameObject();
                    CellSpace[i, x].model = Content.Load<Model>("Models\\CellSpace");
                    CellSpace[i, x].rotation = new Vector3(-1 * MathHelper.ToRadians(90.0f), 0.0f, -1 * MathHelper.ToRadians(90.0f));
                    CellSpace[i, x].position = Cell[i, x].position - new Vector3(0.0f, 1.0f, 0.0f);
                    CellSpace[i, x].scale = 0.4f;
                }
            }







            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            //cursor
            mouseload();
            cursorstate = Mouse.GetState();
            cursor.position.X = cursorstate.X;
            cursor.position.Y = cursorstate.Y;
            //camera

            cameraViewMatrix = Matrix.CreateLookAt(
                cameraPosition,
                cameraLookAt,
                Vector3.Up);

            cameraProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(
                MathHelper.ToRadians(45.0f),
                graphics.GraphicsDevice.Viewport.AspectRatio,
                1.0f,
                10000.0f);

            // Debug
            posX = Math.Round(BaseTop.position.X, 3);
            posZ = Math.Round(BaseTop.position.Z, 3);


            //keys

            KeyboardState keyboardState = Keyboard.GetState();

            if (keyboardState.IsKeyUp(Keys.C))
            {
                cameraPosition = new Vector3(0.0f, 130.0f, 50.0f);
                cameraLookAt = new Vector3(0.0f, 0.0f, 7.5f);

            }
            if (keyboardState.IsKeyDown(Keys.C))
            {
                cameraPosition = new Vector3(0.0f, 10.0f, BaseTop.position.Z + 20f);
                cameraLookAt = BaseTop.position;

            }

            if (keyboardState.IsKeyDown(Keys.Escape))
            {
                this.Exit();

            }

            UpdateInput();

            base.Update(gameTime);
        }

        private void UpdateInput()
        {
            KeyboardState newState = Keyboard.GetState();

            // Is the SPACE key down?
            if (newState.IsKeyDown(Keys.Space))
            {
                // If not down last update, key has just been pressed.
                if (!oldState.IsKeyDown(Keys.Space))
                {
                    BaseBottom.rotation.Z += MathHelper.ToRadians(36.0f);
                }
            }

            /*else if (oldState.IsKeyDown(Keys.Space))
            {
                // Key was down last update, but not down now, so
                // it has just been released.
            }*/

            // Update saved state.
            oldState = newState;
        }


        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            DrawGameObject(terrain);
            DrawGameObject(BaseTop);
            DrawGameObject(BaseBottom);

            for (int i = 1; i < 11; i++)
            {
                for (int x = 1; x < 12; x++)
                {
                    DrawGameObject(CellSpace[i, x]);

                }
            }



            spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.BackToFront, SaveStateMode.SaveState);
            spriteBatch.DrawString(font, " PositionX: " + BASE.posX.ToString(),
                new Vector2(
                    debugDrawpointX.X * viewportRect.Width,
                    debugDrawpointX.Y * viewportRect.Height),
                    Color.Yellow);
            spriteBatch.DrawString(font, " PositionZ: " + BASE.posZ.ToString(),
                new Vector2(
                    debugDrawpointZ.X * viewportRect.Width,
                    debugDrawpointZ.Y * viewportRect.Height),
                    Color.Yellow);
            spriteBatch.DrawString(font, " Debug: " + Cell[1, 1].position.X.ToString(),
                new Vector2(
                    debugDrawpointZ.X * viewportRect.Width,
                    (debugDrawpointZ.Y + 0.1f) * viewportRect.Height),
                    Color.Yellow);
            spriteBatch.Draw(cursor.sprite,
                cursor.position,
                null,
                Color.White,
                cursor.rotation,
                cursor.center, 1.0f,
                SpriteEffects.None, 0
            );

            spriteBatch.End();
            // TODO: Add your drawing code here
            DrawModelNames();


            base.Draw(gameTime);
        }



        void DrawGameObject(GameObject gameobject)
        {
            foreach (ModelMesh mesh in gameobject.model.Meshes)
            {


                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.EnableDefaultLighting();
                    effect.PreferPerPixelLighting = true;
                    effect.FogEnabled = false;


                    effect.World = Matrix.CreateFromYawPitchRoll(
                        gameobject.rotation.Y,
                        gameobject.rotation.X,
                        gameobject.rotation.Z) *
                        Matrix.CreateScale(gameobject.scale) *
                        Matrix.CreateTranslation(gameobject.position);

                    effect.Projection = cameraProjectionMatrix;
                    effect.View = cameraViewMatrix;
                }
                mesh.Draw();



            }
        }

        private static bool RayIntersectsModel(Ray ray, GameObject gameobject)
        {

            foreach (ModelMesh mesh in gameobject.model.Meshes)
            {

                Matrix world = Matrix.CreateFromYawPitchRoll(
                        gameobject.rotation.Y,
                        gameobject.rotation.X,
                        gameobject.rotation.Z) *
                        Matrix.CreateScale(gameobject.scale) *
                        Matrix.CreateTranslation(gameobject.position);


                BoundingSphere sphere =
                    TransformBoundingSphere(mesh.BoundingSphere, world);

                if (sphere.Intersects(ray) != null)
                {
                    return true;
                }
            }

            return false;
        }

        private static BoundingSphere TransformBoundingSphere(BoundingSphere sphere,
            Matrix transform)
        {
            BoundingSphere transformedSphere;

            Vector3 scale3 = new Vector3(sphere.Radius, sphere.Radius, sphere.Radius);

            scale3 = Vector3.TransformNormal(scale3, transform);

            transformedSphere.Radius = Math.Max(scale3.X, Math.Max(scale3.Y, scale3.Z));

            transformedSphere.Center = Vector3.Transform(sphere.Center, transform);


            return transformedSphere;
        }

        public Ray CalculateCursorRay(Matrix projectionMatrix, Matrix viewMatrix)
        {

            Vector3 nearSource = new Vector3(cursorstate.X, cursorstate.Y, 0f);
            Vector3 farSource = new Vector3(cursorstate.X, cursorstate.Y, 1f);

            Vector3 nearPoint = GraphicsDevice.Viewport.Unproject(nearSource,
                projectionMatrix, viewMatrix, Matrix.Identity);

            Vector3 farPoint = GraphicsDevice.Viewport.Unproject(farSource,
                projectionMatrix, viewMatrix, Matrix.Identity);

            Vector3 direction = farPoint - nearPoint;
            direction.Normalize();


            return new Ray(nearPoint, direction);
        }

        private void DrawModelNames()
        {

            spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.BackToFront, SaveStateMode.SaveState);

            Ray cursorRay = CalculateCursorRay(cameraProjectionMatrix, cameraViewMatrix);

            if (RayIntersectsModel(cursorRay, BaseTop))
            {

                Matrix world = Matrix.CreateFromYawPitchRoll(
                    BaseTop.rotation.Y,
                    BaseTop.rotation.X,
                    BaseTop.rotation.Z) *
                    Matrix.CreateScale(BaseTop.scale) *
                    Matrix.CreateTranslation(BaseTop.position);

                Vector2 textPosition =
                    new Vector2(cursorstate.X, cursorstate.Y - 60);


                Vector2 stringCenter =
                    font.MeasureString("test") / 2;


                Vector2 shadowOffset = new Vector2(3, 2);

                spriteBatch.DrawString(font, "Test",
                    textPosition + shadowOffset, Color.Black, 0.0f,
                    stringCenter, 1.0f, SpriteEffects.None, 1.0f);


                spriteBatch.DrawString(font, "Test",
                    textPosition, Color.White, 0.0f,
                    stringCenter, 1.0f, SpriteEffects.None, 0.0f);
                

                if (BASE.posZ == 1)
                {
                    if (BASE.posX == 1 & BASE.posZ == 1)
                    {
                        resetcells();
                        CellSpace[BASE.posX, BASE.posZ + 1].position = Cell[BASE.posX,
                        BASE.posZ + 1].position + new Vector3(0.0f, 0.1f, 0.0f);
                        CellSpace[BASE.posX + 1, BASE.posZ].position = Cell[BASE.posX + 1,
                        BASE.posZ].position + new Vector3(0.0f, 0.1f, 0.0f);

                    }
                    if (BASE.posX == 10)
                    {
                        resetcells();
                        CellSpace[BASE.posX, BASE.posZ + 1].position = Cell[BASE.posX,
                        BASE.posZ + 1].position + new Vector3(0.0f, 0.1f, 0.0f);
                        CellSpace[BASE.posX - 1, BASE.posZ].position = Cell[BASE.posX - 1,
                        BASE.posZ].position + new Vector3(0.0f, 0.1f, 0.0f);
                        CellSpace[BASE.posX - 1, BASE.posZ + 1].position = Cell[BASE.posX - 1,
                        BASE.posZ + 1].position + new Vector3(0.0f, 0.1f, 0.0f);
                    }
                    if (BASE.posX >= 2 & BASE.posX <= 9)
                    {
                        resetcells();
                        CellSpace[BASE.posX - 1, BASE.posZ + 1].position = Cell[BASE.posX - 1,
                        BASE.posZ + 1].position + new Vector3(0.0f, 0.1f, 0.0f);
                        CellSpace[BASE.posX - 1, BASE.posZ].position = Cell[BASE.posX - 1,
                        BASE.posZ].position + new Vector3(0.0f, 0.1f, 0.0f);
                        CellSpace[BASE.posX, BASE.posZ + 1].position = Cell[BASE.posX,
                        BASE.posZ + 1].position + new Vector3(0.0f, 0.1f, 0.0f);
                        CellSpace[BASE.posX + 1, BASE.posZ].position = Cell[BASE.posX + 1,
                        BASE.posZ].position + new Vector3(0.0f, 0.1f, 0.0f);

                    }
                }
                else
                {
                    //
                }

            }

            if (click == true)
            {
                if (BASE.posZ == 1)
                {
                    if (BASE.posX == 1)
                    {
                        //C
                        if (RayIntersectsModel(cursorRay, CellSpace[BASE.posX, BASE.posZ + 1]))
                        {
                            resetcells();
                            click = false;
                            BaseBottom.position = Cell[BASE.posX, BASE.posZ + 1].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BaseTop.position = Cell[BASE.posX, BASE.posZ + 1].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BASE.posZ = BASE.posZ + 1;

                        }
                        //D
                        if (RayIntersectsModel(cursorRay, CellSpace[BASE.posX + 1, BASE.posZ]))
                        {
                            resetcells();
                            click = false;
                            BaseBottom.position = Cell[BASE.posX + 1, BASE.posZ].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BaseTop.position = Cell[BASE.posX + 1, BASE.posZ].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BASE.posX = BASE.posX + 1;

                        }
                        else
                        {
                            click = false;
                        }

                    }
                    if (BASE.posX == 10)
                    {
                        //A
                        if (RayIntersectsModel(cursorRay, CellSpace[BASE.posX - 1, BASE.posZ]))
                        {
                            resetcells();
                            click = false;
                            BaseBottom.position = Cell[BASE.posX - 1, BASE.posZ].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BaseTop.position = Cell[BASE.posX - 1, BASE.posZ].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BASE.posX = BASE.posX - 1;

                        }
                        //B
                        if (RayIntersectsModel(cursorRay, CellSpace[BASE.posX - 1, BASE.posZ + 1]))
                        {
                            resetcells();
                            click = false;
                            BaseBottom.position = Cell[BASE.posX - 1, BASE.posZ + 1].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BaseTop.position = Cell[BASE.posX - 1, BASE.posZ + 1].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BASE.posX = BASE.posX - 1;
                            BASE.posZ = BASE.posZ + 1;
                        }
                        //C
                        if (RayIntersectsModel(cursorRay, CellSpace[BASE.posX, BASE.posZ + 1]))
                        {
                            resetcells();
                            click = false;
                            BaseBottom.position = Cell[BASE.posX, BASE.posZ + 1].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BaseTop.position = Cell[BASE.posX, BASE.posZ + 1].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BASE.posZ = BASE.posZ + 1;

                        }
                        else
                        {
                            click = false;
                        }
                    }
                    if (BASE.posX >= 2 & BASE.posX <= 9)
                    {
                        //A
                        if (RayIntersectsModel(cursorRay, CellSpace[BASE.posX - 1, BASE.posZ]))
                        {
                            resetcells();
                            click = false;
                            BaseBottom.position = Cell[BASE.posX - 1, BASE.posZ].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BaseTop.position = Cell[BASE.posX - 1, BASE.posZ].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BASE.posX = BASE.posX - 1;

                        }
                        //B
                        if (RayIntersectsModel(cursorRay, CellSpace[BASE.posX - 1, BASE.posZ + 1]))
                        {
                            resetcells();
                            click = false;
                            BaseBottom.position = Cell[BASE.posX - 1, BASE.posZ + 1].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BaseTop.position = Cell[BASE.posX - 1, BASE.posZ + 1].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BASE.posX = BASE.posX - 1;
                            BASE.posZ = BASE.posZ + 1;
                        }
                        //C
                        if (RayIntersectsModel(cursorRay, CellSpace[BASE.posX, BASE.posZ + 1]))
                        {
                            resetcells();
                            click = false;
                            BaseBottom.position = Cell[BASE.posX, BASE.posZ + 1].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BaseTop.position = Cell[BASE.posX, BASE.posZ + 1].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BASE.posZ = BASE.posZ + 1;

                        }
                        //D
                        if (RayIntersectsModel(cursorRay, CellSpace[BASE.posX + 1, BASE.posZ]))
                        {
                            resetcells();
                            click = false;
                            BaseBottom.position = Cell[BASE.posX + 1, BASE.posZ].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BaseTop.position = Cell[BASE.posX + 1, BASE.posZ].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BASE.posX = BASE.posX + 1;

                        }
                        else
                        {
                            click = false;
                        }

                    }


                }

            }

            spriteBatch.End();
        }

        void mouseload()
        {
            if (cursorstate.LeftButton == ButtonState.Pressed)
                pressed = true;

            if (cursorstate.LeftButton == ButtonState.Released && pressed)
            {
                click = true;
                pressed = false;
            }
        }

        void resetcells()
        {
            for (int i = 1; i < 11; i++)
            {
                for (int x = 1; x < 12; x++)
                {
                    if (CellSpace[i, x] == null)
                    {
                        CellSpace[i, x] = new GameObject();
                        CellSpace[i, x].model = Content.Load<Model>("Models\\CellSpace");
                        CellSpace[i, x].rotation = new Vector3(-1 * MathHelper.ToRadians(90.0f), 0.0f, -1 * MathHelper.ToRadians(90.0f));
                        CellSpace[i, x].position = Cell[i, x].position - new Vector3(0.0f, 1.0f, 0.0f);
                        CellSpace[i, x].scale = 0.4f;

                    }
                    CellSpace[i, x].position = Cell[i, x].position - new Vector3(0.0f, 1.0f, 0.0f);

                }
            }
        }
        void LoadBoard()
        {

//I know I should use loops but trust me.. I need it like this right now, and making it a loop wont improve the processing, is the same thing.
            //Board positions
            Cell[1, 1] = new BoardCells();
            Cell[1, 2] = new BoardCells();
            Cell[1, 3] = new BoardCells();
            Cell[1, 4] = new BoardCells();
            Cell[1, 5] = new BoardCells();
            Cell[1, 6] = new BoardCells();
            Cell[1, 7] = new BoardCells();
            Cell[1, 8] = new BoardCells();
            Cell[1, 9] = new BoardCells();
            Cell[1, 10] = new BoardCells();
            Cell[1, 11] = new BoardCells();
            Cell[2, 1] = new BoardCells();
            Cell[2, 2] = new BoardCells();
            Cell[2, 3] = new BoardCells();
            Cell[2, 4] = new BoardCells();
            Cell[2, 5] = new BoardCells();
            Cell[2, 6] = new BoardCells();
            Cell[2, 7] = new BoardCells();
            Cell[2, 8] = new BoardCells();
            Cell[2, 9] = new BoardCells();
            Cell[2, 10] = new BoardCells();
            Cell[2, 11] = new BoardCells();
            Cell[3, 1] = new BoardCells();
            Cell[3, 2] = new BoardCells();
            Cell[3, 3] = new BoardCells();
            Cell[3, 4] = new BoardCells();
            Cell[3, 5] = new BoardCells();
            Cell[3, 6] = new BoardCells();
            Cell[3, 7] = new BoardCells();
            Cell[3, 8] = new BoardCells();
            Cell[3, 9] = new BoardCells();
            Cell[3, 10] = new BoardCells();
            Cell[3, 11] = new BoardCells();
            Cell[4, 1] = new BoardCells();
            Cell[4, 2] = new BoardCells();
            Cell[4, 3] = new BoardCells();
            Cell[4, 4] = new BoardCells();
            Cell[4, 5] = new BoardCells();
            Cell[4, 6] = new BoardCells();
            Cell[4, 7] = new BoardCells();
            Cell[4, 8] = new BoardCells();
            Cell[4, 9] = new BoardCells();
            Cell[4, 10] = new BoardCells();
            Cell[4, 11] = new BoardCells();
            Cell[5, 1] = new BoardCells();
            Cell[5, 2] = new BoardCells();
            Cell[5, 3] = new BoardCells();
            Cell[5, 4] = new BoardCells();
            Cell[5, 5] = new BoardCells();
            Cell[5, 6] = new BoardCells();
            Cell[5, 7] = new BoardCells();
            Cell[5, 8] = new BoardCells();
            Cell[5, 9] = new BoardCells();
            Cell[5, 10] = new BoardCells();
            Cell[5, 11] = new BoardCells();
            Cell[6, 1] = new BoardCells();
            Cell[6, 2] = new BoardCells();
            Cell[6, 3] = new BoardCells();
            Cell[6, 4] = new BoardCells();
            Cell[6, 5] = new BoardCells();
            Cell[6, 6] = new BoardCells();
            Cell[6, 7] = new BoardCells();
            Cell[6, 8] = new BoardCells();
            Cell[6, 9] = new BoardCells();
            Cell[6, 10] = new BoardCells();
            Cell[6, 11] = new BoardCells();
            Cell[7, 1] = new BoardCells();
            Cell[7, 2] = new BoardCells();
            Cell[7, 3] = new BoardCells();
            Cell[7, 4] = new BoardCells();
            Cell[7, 5] = new BoardCells();
            Cell[7, 6] = new BoardCells();
            Cell[7, 7] = new BoardCells();
            Cell[7, 8] = new BoardCells();
            Cell[7, 9] = new BoardCells();
            Cell[7, 10] = new BoardCells();
            Cell[7, 11] = new BoardCells();
            Cell[8, 1] = new BoardCells();
            Cell[8, 2] = new BoardCells();
            Cell[8, 3] = new BoardCells();
            Cell[8, 4] = new BoardCells();
            Cell[8, 5] = new BoardCells();
            Cell[8, 6] = new BoardCells();
            Cell[8, 7] = new BoardCells();
            Cell[8, 8] = new BoardCells();
            Cell[8, 9] = new BoardCells();
            Cell[8, 10] = new BoardCells();
            Cell[8, 11] = new BoardCells();
            Cell[9, 1] = new BoardCells();
            Cell[9, 2] = new BoardCells();
            Cell[9, 3] = new BoardCells();
            Cell[9, 4] = new BoardCells();
            Cell[9, 5] = new BoardCells();
            Cell[9, 6] = new BoardCells();
            Cell[9, 7] = new BoardCells();
            Cell[9, 8] = new BoardCells();
            Cell[9, 9] = new BoardCells();
            Cell[9, 10] = new BoardCells();
            Cell[9, 11] = new BoardCells();
            Cell[10, 1] = new BoardCells();
            Cell[10, 2] = new BoardCells();
            Cell[10, 3] = new BoardCells();
            Cell[10, 4] = new BoardCells();
            Cell[10, 5] = new BoardCells();
            Cell[10, 6] = new BoardCells();
            Cell[10, 7] = new BoardCells();
            Cell[10, 8] = new BoardCells();
            Cell[10, 9] = new BoardCells();
            Cell[10, 10] = new BoardCells();
            Cell[10, 11] = new BoardCells();


            Cell[1, 1].position = new Vector3(-42.5f, 0.1f, 50.3f);
            Cell[1, 2].position = new Vector3(-36.75f, 0.1f, 40.3f);
            Cell[1, 3].position = new Vector3(-42.5f, 0.1f, 30.3f);
            Cell[1, 4].position = new Vector3(-36.75f, 0.1f, 20.3f);
            Cell[1, 5].position = new Vector3(-42.5f, 0.1f, 10.3f);
            Cell[1, 6].position = new Vector3(-36.75f, 0.1f, 0.3f);
            Cell[1, 7].position = new Vector3(-42.5f, 0.1f, -10.3f);
            Cell[1, 8].position = new Vector3(-36.75f, 0.1f, -20.3f);
            Cell[1, 9].position = new Vector3(-42.5f, 0.1f, -30.3f);
            Cell[1, 10].position = new Vector3(-36.75f, 0.1f, -40.3f);
            Cell[1, 11].position = new Vector3(-42.5f, 0.1f, -50.3f);
            Cell[2, 1].position = new Vector3(-31f, 0.1f, 50.3f);
            Cell[2, 2].position = new Vector3(-25.25f, 0.1f, 40.3f);
            Cell[2, 3].position = new Vector3(-31f, 0.1f, 30.3f);
            Cell[2, 4].position = new Vector3(-25.25f, 0.1f, 20.3f);
            Cell[2, 5].position = new Vector3(-31f, 0.1f, 10.3f);
            Cell[2, 6].position = new Vector3(-25.25f, 0.1f, 0.3f);
            Cell[2, 7].position = new Vector3(-31f, 0.1f, -10.3f);
            Cell[2, 8].position = new Vector3(-25.25f, 0.1f, -20.3f);
            Cell[2, 9].position = new Vector3(-31f, 0.1f, -30.3f);
            Cell[2, 10].position = new Vector3(-25.25f, 0.1f, -40.3f);
            Cell[2, 11].position = new Vector3(-31f, 0.1f, -50.3f);
            Cell[3, 1].position = new Vector3(-19.5f, 0.1f, 50.3f);
            Cell[3, 2].position = new Vector3(-13.5f, 0.1f, 40.3f);
            Cell[3, 3].position = new Vector3(-19.5f, 0.1f, 30.3f);
            Cell[3, 4].position = new Vector3(-13.5f, 0.1f, 20.3f);
            Cell[3, 5].position = new Vector3(-19.5f, 0.1f, 10.3f);
            Cell[3, 6].position = new Vector3(-13.5f, 0.1f, 0.3f);
            Cell[3, 7].position = new Vector3(-19.5f, 0.1f, -10.3f);
            Cell[3, 8].position = new Vector3(-13.5f, 0.1f, -20.3f);
            Cell[3, 9].position = new Vector3(-19.5f, 0.1f, -30.3f);
            Cell[3, 10].position = new Vector3(-13.5f, 0.1f, -40.3f);
            Cell[3, 11].position = new Vector3(-19.5f, 0.1f, -50.3f);
            Cell[4, 1].position = new Vector3(-7.5f, 0.1f, 50.3f);
            Cell[4, 2].position = new Vector3(-1.75f, 0.1f, 40.3f);
            Cell[4, 3].position = new Vector3(-7.5f, 0.1f, 30.3f);
            Cell[4, 4].position = new Vector3(-1.75f, 0.1f, 20.3f);
            Cell[4, 5].position = new Vector3(-7.5f, 0.1f, 10.3f);
            Cell[4, 6].position = new Vector3(-1.75f, 0.1f, 0.3f);
            Cell[4, 7].position = new Vector3(-7.5f, 0.1f, -10.3f);
            Cell[4, 8].position = new Vector3(-1.75f, 0.1f, -20.3f);
            Cell[4, 9].position = new Vector3(-7.5f, 0.1f, -30.3f);
            Cell[4, 10].position = new Vector3(-1.75f, 0.1f, -40.3f);
            Cell[4, 11].position = new Vector3(-7.5f, 0.1f, -50.3f);
            Cell[5, 1].position = new Vector3(4f, 0.1f, 50.3f);
            Cell[5, 2].position = new Vector3(10f, 0.1f, 40.3f);
            Cell[5, 3].position = new Vector3(4f, 0.1f, 30.3f);
            Cell[5, 4].position = new Vector3(10f, 0.1f, 20.3f);
            Cell[5, 5].position = new Vector3(4f, 0.1f, 10.3f);
            Cell[5, 6].position = new Vector3(10f, 0.1f, 0.3f);
            Cell[5, 7].position = new Vector3(4f, 0.1f, -10.3f);
            Cell[5, 8].position = new Vector3(10f, 0.1f, -20.3f);
            Cell[5, 9].position = new Vector3(4f, 0.1f, -30.3f);
            Cell[5, 10].position = new Vector3(10f, 0.1f, -40.3f);
            Cell[5, 11].position = new Vector3(4f, 0.1f, -50.3f);
            Cell[6, 1].position = new Vector3(15.75f, 0.1f, 50.3f);
            Cell[6, 2].position = new Vector3(21.75f, 0.1f, 40.3f);
            Cell[6, 3].position = new Vector3(15.75f, 0.1f, 30.3f);
            Cell[6, 4].position = new Vector3(21.75f, 0.1f, 20.3f);
            Cell[6, 5].position = new Vector3(15.75f, 0.1f, 10.3f);
            Cell[6, 6].position = new Vector3(21.75f, 0.1f, 0.3f);
            Cell[6, 7].position = new Vector3(15.75f, 0.1f, -10.3f);
            Cell[6, 8].position = new Vector3(21.75f, 0.1f, -20.3f);
            Cell[6, 9].position = new Vector3(15.75f, 0.1f, -30.3f);
            Cell[6, 10].position = new Vector3(21.75f, 0.1f, -40.3f);
            Cell[6, 11].position = new Vector3(15.75f, 0.1f, -50.3f);
            Cell[7, 1].position = new Vector3(27.5f, 0.1f, 50.3f);
            Cell[7, 2].position = new Vector3(33.5f, 0.1f, 40.3f);
            Cell[7, 3].position = new Vector3(27.5f, 0.1f, 30.3f);
            Cell[7, 4].position = new Vector3(33.5f, 0.1f, 20.3f);
            Cell[7, 5].position = new Vector3(27.5f, 0.1f, 10.3f);
            Cell[7, 6].position = new Vector3(33.5f, 0.1f, 0.3f);
            Cell[7, 7].position = new Vector3(27.5f, 0.1f, -10.3f);
            Cell[7, 8].position = new Vector3(33.5f, 0.1f, -20.3f);
            Cell[7, 9].position = new Vector3(27.5f, 0.1f, -30.3f);
            Cell[7, 10].position = new Vector3(33.5f, 0.1f, -40.3f);
            Cell[7, 11].position = new Vector3(27.5f, 0.1f, -50.3f);
            Cell[8, 1].position = new Vector3(39.25f, 0.1f, 50.3f);
            Cell[8, 2].position = new Vector3(45f, 0.1f, 40.3f);
            Cell[8, 3].position = new Vector3(39.25f, 0.1f, 30.3f);
            Cell[8, 4].position = new Vector3(45f, 0.1f, 20.3f);
            Cell[8, 5].position = new Vector3(39.25f, 0.1f, 10.3f);
            Cell[8, 6].position = new Vector3(45f, 0.1f, 0.3f);
            Cell[8, 7].position = new Vector3(39.25f, 0.1f, -10.3f);
            Cell[8, 8].position = new Vector3(45f, 0.1f, -20.3f);
            Cell[8, 9].position = new Vector3(39.25f, 0.1f, -30.3f);
            Cell[8, 10].position = new Vector3(45f, 0.1f, -40.3f);
            Cell[8, 11].position = new Vector3(39.25f, 0.1f, -50.3f);
            Cell[9, 1].position = new Vector3(51f, 0.1f, 50.3f);
            Cell[9, 2].position = new Vector3(56.75f, 0.1f, 40.3f);
            Cell[9, 3].position = new Vector3(51f, 0.1f, 30.3f);
            Cell[9, 4].position = new Vector3(56.75f, 0.1f, 20.3f);
            Cell[9, 5].position = new Vector3(51f, 0.1f, 10.3f);
            Cell[9, 6].position = new Vector3(56.75f, 0.1f, 0.3f);
            Cell[9, 7].position = new Vector3(51f, 0.1f, -10.3f);
            Cell[9, 8].position = new Vector3(56.75f, 0.1f, -20.3f);
            Cell[9, 9].position = new Vector3(51f, 0.1f, -30.3f);
            Cell[9, 10].position = new Vector3(56.75f, 0.1f, -40.3f);
            Cell[9, 11].position = new Vector3(51f, 0.1f, -50.3f);
            Cell[10, 1].position = new Vector3(62.6f, 0.1f, 50.3f);
            Cell[10, 2].position = new Vector3(68.5f, 0.1f, 40.3f);
            Cell[10, 3].position = new Vector3(62.6f, 0.1f, 30.3f);
            Cell[10, 4].position = new Vector3(68.5f, 0.1f, 20.3f);
            Cell[10, 5].position = new Vector3(62.6f, 0.1f, 10.3f);
            Cell[10, 6].position = new Vector3(68.5f, 0.1f, 0.3f);
            Cell[10, 7].position = new Vector3(62.6f, 0.1f, -10.3f);
            Cell[10, 8].position = new Vector3(68.5f, 0.1f, -20.3f);
            Cell[10, 9].position = new Vector3(62.6f, 0.1f, -30.3f);
            Cell[10, 10].position = new Vector3(68.5f, 0.1f, -40.3f);
            Cell[10, 11].position = new Vector3(62.6f, 0.1f, -50.3f);
            //Board Mountains
            Cell[1, 1].isMountain = false;
            Cell[1, 2].isMountain = false;
            Cell[1, 3].isMountain = false;
            Cell[1, 4].isMountain = false;
            Cell[1, 5].isMountain = false;
            Cell[1, 6].isMountain = false;
            Cell[1, 7].isMountain = false;
            Cell[1, 8].isMountain = false;
            Cell[1, 9].isMountain = false;
            Cell[1, 10].isMountain = false;
            Cell[1, 11].isMountain = false;
            Cell[2, 1].isMountain = false;
            Cell[2, 2].isMountain = false;
            Cell[2, 3].isMountain = false;
            Cell[2, 4].isMountain = false;
            Cell[2, 5].isMountain = false;
            Cell[2, 6].isMountain = false;
            Cell[2, 7].isMountain = false;
            Cell[2, 8].isMountain = false;
            Cell[2, 9].isMountain = false;
            Cell[2, 10].isMountain = false;
            Cell[2, 11].isMountain = false;
            Cell[3, 1].isMountain = false;
            Cell[3, 2].isMountain = false;
            Cell[3, 3].isMountain = false;
            Cell[3, 4].isMountain = false;
            Cell[3, 5].isMountain = false;
            Cell[3, 6].isMountain = false;
            Cell[3, 7].isMountain = false;
            Cell[3, 8].isMountain = false;
            Cell[3, 9].isMountain = false;
            Cell[3, 10].isMountain = false;
            Cell[3, 11].isMountain = false;
            Cell[4, 1].isMountain = false;
            Cell[4, 2].isMountain = false;
            Cell[4, 3].isMountain = false;
            Cell[4, 4].isMountain = false;
            Cell[4, 5].isMountain = false;
            Cell[4, 6].isMountain = false;
            Cell[4, 7].isMountain = false;
            Cell[4, 8].isMountain = false;
            Cell[4, 9].isMountain = false;
            Cell[4, 10].isMountain = false;
            Cell[4, 11].isMountain = false;
            Cell[5, 1].isMountain = false;
            Cell[5, 2].isMountain = false;
            Cell[5, 3].isMountain = false;
            Cell[5, 4].isMountain = false;
            Cell[5, 5].isMountain = false;
            Cell[5, 6].isMountain = false;
            Cell[5, 7].isMountain = false;
            Cell[5, 8].isMountain = false;
            Cell[5, 9].isMountain = false;
            Cell[5, 10].isMountain = false;
            Cell[5, 11].isMountain = false;
            Cell[6, 1].isMountain = false;
            Cell[6, 2].isMountain = false;
            Cell[6, 3].isMountain = false;
            Cell[6, 4].isMountain = false;
            Cell[6, 5].isMountain = false;
            Cell[6, 6].isMountain = false;
            Cell[6, 7].isMountain = false;
            Cell[6, 8].isMountain = false;
            Cell[6, 9].isMountain = false;
            Cell[6, 10].isMountain = false;
            Cell[6, 11].isMountain = false;
            Cell[7, 1].isMountain = false;
            Cell[7, 2].isMountain = false;
            Cell[7, 3].isMountain = false;
            Cell[7, 4].isMountain = false;
            Cell[7, 5].isMountain = false;
            Cell[7, 6].isMountain = false;
            Cell[7, 7].isMountain = false;
            Cell[7, 8].isMountain = false;
            Cell[7, 9].isMountain = false;
            Cell[7, 10].isMountain = false;
            Cell[7, 11].isMountain = false;
            Cell[8, 1].isMountain = false;
            Cell[8, 2].isMountain = false;
            Cell[8, 3].isMountain = false;
            Cell[8, 4].isMountain = false;
            Cell[8, 5].isMountain = false;
            Cell[8, 6].isMountain = false;
            Cell[8, 7].isMountain = false;
            Cell[8, 8].isMountain = false;
            Cell[8, 9].isMountain = false;
            Cell[8, 10].isMountain = false;
            Cell[8, 11].isMountain = false;
            Cell[9, 1].isMountain = false;
            Cell[9, 2].isMountain = false;
            Cell[9, 3].isMountain = false;
            Cell[9, 4].isMountain = false;
            Cell[9, 5].isMountain = false;
            Cell[9, 6].isMountain = false;
            Cell[9, 7].isMountain = false;
            Cell[9, 8].isMountain = false;
            Cell[9, 9].isMountain = false;
            Cell[9, 10].isMountain = false;
            Cell[9, 11].isMountain = false;
            Cell[10, 1].isMountain = false;
            Cell[10, 2].isMountain = false;
            Cell[10, 3].isMountain = false;
            Cell[10, 4].isMountain = false;
            Cell[10, 5].isMountain = false;
            Cell[10, 6].isMountain = false;
            Cell[10, 7].isMountain = false;
            Cell[10, 8].isMountain = false;
            Cell[10, 9].isMountain = false;
            Cell[10, 10].isMountain = false;
            Cell[10, 11].isMountain = false;
            //Board Forest
            Cell[1, 1].isForest = false;
            Cell[1, 2].isForest = false;
            Cell[1, 3].isForest = false;
            Cell[1, 4].isForest = false;
            Cell[1, 5].isForest = false;
            Cell[1, 6].isForest = false;
            Cell[1, 7].isForest = false;
            Cell[1, 8].isForest = false;
            Cell[1, 9].isForest = false;
            Cell[1, 10].isForest = false;
            Cell[1, 11].isForest = false;
            Cell[2, 1].isForest = false;
            Cell[2, 2].isForest = false;
            Cell[2, 3].isForest = false;
            Cell[2, 4].isForest = false;
            Cell[2, 5].isForest = false;
            Cell[2, 6].isForest = false;
            Cell[2, 7].isForest = false;
            Cell[2, 8].isForest = false;
            Cell[2, 9].isForest = false;
            Cell[2, 10].isForest = false;
            Cell[2, 11].isForest = false;
            Cell[3, 1].isForest = false;
            Cell[3, 2].isForest = false;
            Cell[3, 3].isForest = false;
            Cell[3, 4].isForest = false;
            Cell[3, 5].isForest = false;
            Cell[3, 6].isForest = false;
            Cell[3, 7].isForest = false;
            Cell[3, 8].isForest = false;
            Cell[3, 9].isForest = false;
            Cell[3, 10].isForest = false;
            Cell[3, 11].isForest = false;
            Cell[4, 1].isForest = false;
            Cell[4, 2].isForest = false;
            Cell[4, 3].isForest = false;
            Cell[4, 4].isForest = false;
            Cell[4, 5].isForest = false;
            Cell[4, 6].isForest = false;
            Cell[4, 7].isForest = false;
            Cell[4, 8].isForest = false;
            Cell[4, 9].isForest = false;
            Cell[4, 10].isForest = false;
            Cell[4, 11].isForest = false;
            Cell[5, 1].isForest = false;
            Cell[5, 2].isForest = false;
            Cell[5, 3].isForest = false;
            Cell[5, 4].isForest = false;
            Cell[5, 5].isForest = false;
            Cell[5, 6].isForest = false;
            Cell[5, 7].isForest = false;
            Cell[5, 8].isForest = false;
            Cell[5, 9].isForest = false;
            Cell[5, 10].isForest = false;
            Cell[5, 11].isForest = false;
            Cell[6, 1].isForest = false;
            Cell[6, 2].isForest = false;
            Cell[6, 3].isForest = false;
            Cell[6, 4].isForest = false;
            Cell[6, 5].isForest = false;
            Cell[6, 6].isForest = false;
            Cell[6, 7].isForest = false;
            Cell[6, 8].isForest = false;
            Cell[6, 9].isForest = false;
            Cell[6, 10].isForest = false;
            Cell[6, 11].isForest = false;
            Cell[7, 1].isForest = false;
            Cell[7, 2].isForest = false;
            Cell[7, 3].isForest = false;
            Cell[7, 4].isForest = false;
            Cell[7, 5].isForest = false;
            Cell[7, 6].isForest = false;
            Cell[7, 7].isForest = false;
            Cell[7, 8].isForest = false;
            Cell[7, 9].isForest = false;
            Cell[7, 10].isForest = false;
            Cell[7, 11].isForest = false;
            Cell[8, 1].isForest = false;
            Cell[8, 2].isForest = false;
            Cell[8, 3].isForest = false;
            Cell[8, 4].isForest = false;
            Cell[8, 5].isForest = false;
            Cell[8, 6].isForest = false;
            Cell[8, 7].isForest = false;
            Cell[8, 8].isForest = false;
            Cell[8, 9].isForest = false;
            Cell[8, 10].isForest = false;
            Cell[8, 11].isForest = false;
            Cell[9, 1].isForest = false;
            Cell[9, 2].isForest = false;
            Cell[9, 3].isForest = false;
            Cell[9, 4].isForest = false;
            Cell[9, 5].isForest = false;
            Cell[9, 6].isForest = false;
            Cell[9, 7].isForest = false;
            Cell[9, 8].isForest = false;
            Cell[9, 9].isForest = false;
            Cell[9, 10].isForest = false;
            Cell[9, 11].isForest = false;
            Cell[10, 1].isForest = false;
            Cell[10, 2].isForest = false;
            Cell[10, 3].isForest = false;
            Cell[10, 4].isForest = false;
            Cell[10, 5].isForest = false;
            Cell[10, 6].isForest = false;
            Cell[10, 7].isForest = false;
            Cell[10, 8].isForest = false;
            Cell[10, 9].isForest = false;
            Cell[10, 10].isForest = false;
            Cell[10, 11].isForest = false;

            for (int i = 1; i < 11; i++)
            {
                for (int x = 1; x < 12; x++)
                {
                    Cell[i, x].posX = i;
                    Cell[i, x].posZ = x;
                }
            }



        }
    }
}

Recommended Answers

All 6 Replies

I'm not very familiar with XNA and game programming, but to give it a first shot(no pun intended;) ) I would look at BoardCells[,] Cell = new BoardCells[11, 12]; This array goes from 0 to 10 and from 0 to 11. What about Cell[0, 0]? You never seem to use it. But I guess if you ever access it somehow it will be null, probably causing your exception.

OMG!! That was it !!! I love you !>.<!!!

Don't overdo it;)
If we can just stay friends, that would suit me very well:)
Succes with your game!

thanks n.n

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