private static void CreateCow(Flock flock, Vector2 startPosition, Vector2 startHeading)
        {
            //Creating cow

            Texture2D cowTexture = MainGame.Instance.Content.Load<Texture2D>(COW_TEXTURE_NAME);
            FlockEntity cow = new FlockEntity(EntityManager.EntityType.FlockMember, cowTexture, COW_WRAPS_AROUND, flock)
                {
                    Scale = COW_SCALE,
                    Position = startPosition,
                    Heading = startHeading
                };

            //Adding behaviour

            new ConstantPropulsion(cow, COW_PROPULSION);
            new FlockSteering(cow, COW_STEERING_FORCE);
            new Flee(cow, EntityManager.EntityType.Turret, COW_PROPULSION_INCREMENT, COW_FLEE_DETECTION_DISTANCE);
            new Flee(cow, EntityManager.EntityType.Projectile, COW_PROPULSION_INCREMENT, COW_FLEE_DETECTION_DISTANCE);
        }
 /*Cows*/
 private static void CreateCowFlock()
 {
     Flock flock = new Flock();
     for (int i = 0; i < NUMBER_OF_COWS; i++)
     {
         CreateCow(flock, CreateRandomPosition(), CreateRandomHeading());
     }
 }
 //Constructors
 public FlockEntity(EntityManager.EntityType entityType, Texture2D startTexture, bool wrapsAround, Flock flock)
     : base(entityType, startTexture, wrapsAround)
 {
     this.flock = flock;
     this.flock.InsertFlockEntity(this);
 }