public static void GenerateSpellBurst(int x, int y, int width, int height, MagicSprite.MagicAnimation anim)
        {
            // Create ~6 spell sprites within bounds randomly and play them
            // Debug.WriteLine("Generate burst " + x + ", " + y + ", " + width + ", " + height + ", " + anim.ToString());

            List <Vector2> posList = new List <Vector2>();

            for (int i = 0; i < width / 32; i++)
            {
                for (int j = 0; j < height / 32; j++)
                {
                    int xPos = x + i * 32 + Globals.rnd.Next(4);
                    int yPos = y + j * 32 + Globals.rnd.Next(4);
                    posList.Add(new Vector2(xPos, yPos));
                }
            }

            foreach (Vector2 pos in posList)
            {
                float       delay = (float)Globals.rnd.NextDouble() * 100f;
                MagicSprite mspr  = GetMagicSprite();
                mspr.SetAnimation(anim, delay);
                mspr.SetPosition(pos);
            }
        }
        /////////////
        // Publics //
        /////////////

        public static MagicSprite GetMagicSprite()
        {
            // Check for an available status sprite. If none are available,
            // make and return a new one
            for (int i = 0; i < magicSprites.Count; i++)
            {
                MagicSprite statSpr = magicSprites[i];
                if (!statSpr.Visible)
                {
                    return(statSpr);
                }
            }

            MagicSprite newStatSpr = new MagicSprite();

            newStatSpr.LoadContent(Content); // Revisit
            magicSprites.Add(newStatSpr);
            return(newStatSpr);
        }