public PlasmaCell(World _level, Texture2D _texture, Vector2 _position, Vector2 _velocity, int _frames, int _animations, Char _direction)
            : base(_level, _texture, _position, _velocity, _frames, _animations)
        {
            animation.Scale = .5f;
            animation.Depth = 0.1f;

            aniM.FramesPerSecond = 5;
            aniM.AddAnimation("swimVerticalDown", 1, _frames, animation.Copy());

            //animation.IsLooping = true;
            aniM.AddAnimation("explodeVerticalDown", 4, _frames, animation.Copy());
            aniM.AddAnimation("glowVerticalDown", 6, _frames, animation.Copy());
            aniM.AddAnimation("explodeHorzontalRight", 3, _frames, animation.Copy());
            aniM.AddAnimation("glowHorizontalRight", 5, _frames, animation.Copy());
            //animation.IsLooping = false;

            aniM.AddAnimation("swimHorzontalRight", 2, _frames, animation.Copy());

            animation.SpriteEffect = SpriteEffects.FlipHorizontally;
            aniM.AddAnimation("swimHorzontalLeft", 2, _frames, animation.Copy());

            //animation.IsLooping = true;
            aniM.AddAnimation("explodeHorzontalLeft", 3, _frames, animation.Copy());
            aniM.AddAnimation("glowHorizontalLeft", 5, _frames, animation.Copy());
            //animation.IsLooping = false;

            animation.SpriteEffect = SpriteEffects.FlipVertically;
            aniM.AddAnimation("swimVerticalUp", 1, _frames, animation.Copy());

            //animation.IsLooping = true;
            aniM.AddAnimation("explodeVerticalUp", 4, _frames, animation.Copy());
            aniM.AddAnimation("glowVerticalUp", 6, _frames, animation.Copy());
            //animation.IsLooping = false;
            body.FixtureList[0].UserData = "PlasmaCell";
            aniM.Origin = new Vector2(aniM.Width * .5f, aniM.Height *.75f);

            Type = "Plasma";
            rotates = false;
            direction = _direction;
            shotList = new List<PlasmaShot>();
            faceDirection();
            Points = 100;
            velocity = _velocity;
            pointList = new Menu.Points(Type, Points, false);
            //JointFactory.CreateFixedRevoluteJoint(level, body,
            //    new Vector2((float)ConvertUnits.ToSimUnits(0), (float)ConvertUnits.ToSimUnits(20)),
            //    new Vector2((float)ConvertUnits.ToSimUnits(position.X), (float)ConvertUnits.ToSimUnits(position.Y)));
        }
 public MonozytCell(World _level, Texture2D _texture, Vector2 _position, Vector2 _velocity, int _frames, int _animations)
     : base(_level, _texture, _position, _velocity, _frames, _animations)
 {
     animation.Depth = 0.058f;
     animation.Scale = .25f;
     aniM.FramesPerSecond = 10;
     aniM.AddAnimation("spin", 1, _frames - 1, animation.Copy());
     aniM.AddAnimation("attack", 3, _frames, animation.Copy());
     animation.IsLooping = false;
     aniM.AddAnimation("die", 2, _frames - 1, animation.Copy());
     spawn = position;
     position = new Vector2(position.X + 10f, position.Y);
     body.IgnoreGravity = false;
     body.Mass = .1f;
     body.Restitution = 0f;
     body.LinearDamping = .75f;
     aniM.Animation = "spin";
     body.FixtureList[0].UserData = "monozyt";
     Type = "Monozyt";
     rotates = false;
     pointList = new Menu.Points(Type, 0, false);
 }
        public CollectCell(World _level, Texture2D _texture, Vector2 _position, Vector2 _velocity, int _frames, int _animations)
            : base(_level, _texture, _position, _velocity, _frames, _animations)
        {
            animation.Scale = .15f;
            animation.Depth = 0.2f;
            aniM.FramesPerSecond = 9;
            aniM.AddAnimation("float", 1, _frames, animation.Copy());
            aniM.Animation = "float";
            body.FixtureList[0].UserData = "collectable";
            body.IsSensor = true;
            Type = "collectable";
            rotates = false;
            Points = 100;
            body.Mass = 0.01f;
            body.Restitution = 0f;
            //slows the object when no force applied
            body.LinearDamping = .75f;

            body.CollidesWith = ~Category.All | Category.Cat5;
            pointList = new Menu.Points(Type, Points, true);
            JointFactory.CreateFixedRevoluteJoint(level, body, body.LocalCenter,
                new Vector2((float)ConvertUnits.ToSimUnits(_position.X), (float)ConvertUnits.ToSimUnits(_position.Y)));
        }