//KONSTRUKTORN SOM HÅLLER DE VÄRDEN SOM SKALL SPARAS
 public Save(Player a_player, StateHandler a_stateHandler, Levels a_levels, Model a_model)
 {
     m_model = a_model;
     m_player = a_player;
     m_stateHandler = a_stateHandler;
     m_levels = a_levels;
 }
 public Model(Player a_player, StateHandler a_stateHandler, Levels a_levels, Enemy a_enemy, EnemyBolt a_enemyBolt)
 {
     m_enemy = new List<Enemy>();
     m_boltEnemy = new List<EnemyBolt>();
     m_player = a_player;
     m_stateHandler = a_stateHandler;
     m_levels = a_levels;
     m_modelEnemy = a_enemy;
     m_modelEnemyBolt = a_enemyBolt;
     // m_view = new View.View(a_manager, a_contentLoader, a_graphics);
     m_save = new Save(m_player, m_stateHandler, m_levels, this);
     SetEnemies();
     //  m_view = a_view;
 }
 public double GetMaxHealth(StateHandler.Difficulty a_difficulty)
 {
     double maxHealth = 0;
     switch (a_difficulty)
     {
     case StateHandler.Difficulty.EASY:
         maxHealth = 200;
         break;
     case StateHandler.Difficulty.MEDIUM:
         maxHealth = 100;
         break;
     case StateHandler.Difficulty.HARD:
         maxHealth = 50;
         break;
     }
     return maxHealth;
 }
 internal void SetEnemyDamage(StateHandler.Difficulty a_difficulty)
 {
     switch (a_difficulty)
     {
         case StateHandler.Difficulty.EASY:
             enemyDamage = 50;
             break;
         case StateHandler.Difficulty.MEDIUM:
             enemyDamage = 75;
             break;
         case StateHandler.Difficulty.HARD:
             enemyDamage = 100;
             break;
             default:
             enemyDamage = 50;
             return;
     }
 }
 public void GetLevelState(StateHandler.LevelState a_levelState)
 {
     m_levelState = a_levelState;
 }
 //FUNCKTION SOM SÄTTER SPELARENS LIV BEOROENDE PÅ SVÅRIGHETSGRAD
 internal void SetDifficultyHealth(StateHandler.Difficulty a_difficulty)
 {
     m_gameMode = a_difficulty;
     switch (a_difficulty)
     {
     case StateHandler.Difficulty.EASY:
         m_lives = 200;
         break;
     case StateHandler.Difficulty.MEDIUM:
         m_lives = 100;
         break;
     case StateHandler.Difficulty.HARD:
         m_lives = 50;
         break;
     }
 }
 //FUNCTION SOM SÄTTER SVÅRIGHETSGRADEN:
 internal void SetDifficulty(StateHandler.Difficulty difficulty)
 {
     m_player.SetDifficultyHealth(difficulty);
     m_modelEnemy.SetEnemyDamage(difficulty);
     m_modelEnemyBolt.SetEnemyDamage(difficulty);
     m_difficultyIsSet = true;
 }
 internal void DoSave(Player a_player, StateHandler a_stateHandler, Levels a_levels, Model a_model, Save a_save)
 {
     a_save = new Save(m_player, a_stateHandler, a_levels, a_model);
     a_save.InitiateSave();
 }