public Playmode(gameState s, KTYD.Model.Map g, Boolean p, KeyboardState i, bool[] ps, float st, float[] t, Controller.Players gPlayers, Dictionary<PlayerIndex, int> test, View.View gView)
     : base(s)
 {
     c = test;
     gamePlayers = gPlayers;
     gameMap = g;
     pauseGame = p;
     input = i;
     pressShoot = ps;
     storeTime = st;
     time = t;
     gameView = gView;
 }
 public AI_State(String m,KTYD.AI.Enemy e,KTYD.Model.Map mm)
 {
     myName = m;
     myEntity=e;
     myMap = mm;
 }
 public void updateValues(String s, KTYD.Model.Map g, Boolean p, KeyboardState i, bool[] ps, float st, float[] t, Controller.Players gPlayers, Dictionary<PlayerIndex, int> test)
 {
     c = test;
     gamePlayers = gPlayers;
     gameMap = g;
     pauseGame = p;
     input = i;
     pressShoot = ps;
     storeTime = st;
     time = t;
 }
        /// <summary>
        /// Load a game map for this view
        /// </summary>
        /// <param name="newMap">Map object</param>
        public void loadMap(KTYD.Model.Map newMap)
        {
            gameMap = newMap;

            //Load barGraphs
            for (int i = 1; i < gameMap.PlayerEntities.Count() + 1; i++)
            {
                BarGraph b1;
                if (i >= 3)
                {
                     b1 = new BarGraph(new Vector2(100 * i - 50, 60), 200, 2);
                }
                else
                {
                     b1 = new BarGraph(new Vector2(100 * i - 50, 10), 200, 2);
                }

                healthBars.Add(b1);
            }
        }