protected lastDirectionX lastDirection; // The last direction

        #endregion Fields

        #region Constructors

        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="game">Instance of base game</param>
        /// <param name="position">Position</param>
        /// <param name="gravity">The gravity that shal be applyed</param>
        public Character(Game game, World world, Vector2 position)
            : base(game, world, position)
        {
            size = new Point(75, 75);
            animData = new AnimationData();
            inAir = false;
            lastDirection = lastDirectionX.RIGHT;
            inGoal = false;
        }
        protected lastDirectionX lastDirection; // The last direction

        #endregion Fields

        #region Constructors

        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="game">Instance of base game</param>
        /// <param name="position">Position</param>
        /// <param name="gravity">The gravity that shal be applyed</param>
        public Character(Game game, Point position, Vector2 gravity)
            : base(game, position)
        {
            this.gravity = gravity;
            collisionManager.RegisterObject(this); // Add this character to collision's list.
            size = new Point(75, 75);
            animData = new AnimationData();
            inAir = false;
            lastDirection = lastDirectionX.RIGHT;
            inGoal = false;
        }