public EnemyManager(Game game, Player.PlayerWGun _player) : base(game)
        {
            poolManager  = (PoolManager)this.Game.Services.GetService <IPoolManager>();
            scoreManager = (ScoreManager)this.Game.Services.GetService <IScoreManager>();

            poolManager.InstantiatePool(PoolManager.ClassType.Shot, game, enemyShotPoolSize, enemyShotPoolTag);
            poolManager.InstantiatePool(PoolManager.ClassType.Enemy, game, enemyPoolSize, enemyPoolTag);

            r      = new Random();
            player = _player;

            onCooldown      = false;
            currentCooldown = CooldownTime;
        }
        public HeadsUpDisplay(Game game, TwinStickShooter.Player.PlayerWGun player) : base(game)
        {
            scoreManager = (ScoreManager)this.Game.Services.GetService <IScoreManager>();

            activeHudElements = new List <DrawableGameComponent>();

            //I need to find better art assests
            healthBar = new StatusBar(game, new Vector2(50, 20), "block", Color.Red);
            activeHudElements.Add(healthBar);

            cooldownBar = new StatusBar(game, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height - 80), "block", Color.White * 0.5f);
            activeHudElements.Add(cooldownBar);

            waveNumber = new HudText(game, new Vector2(GraphicsDevice.Viewport.Width - 300, 40), Color.Black);
            activeHudElements.Add(waveNumber);

            scoreNumber = new HudText(game, new Vector2(GraphicsDevice.Viewport.Width - 300, 65), Color.Black);
            activeHudElements.Add(scoreNumber);

            gunType = new HudText(game, new Vector2(GraphicsDevice.Viewport.Width - 300, 120), Color.Black);
            activeHudElements.Add(gunType);

            targetPlayer = player;
        }