public OrbitTarget(MainGame parent,int Health, Point orbit, int radius, int speed)
     : base(parent,Health)
 {
     Orbit = orbit;
     Radius = radius;
     Speed = speed;
 }
 public Ship(MainGame parent,Rectangle position, Texture2D ship)
     : base(parent)
 {
     this.position = position;
     def_texture = ship;
     velocity.X = 0;
 }
 public MovingTarget(MainGame parent,int Health, Point[] path, int startat = 0, int speed = 1,int damage = 0, int worth = 0)
     : base(parent,Health,0,10)
 {
     current_pos = startat;
     nav = path;
     move_speed = speed;
 }
 public FriendlyBullet(MainGame parent,Rectangle pos, Color col,Texture2D tex,int damage)
     : base(parent,1,damage)
 {
     def_texture = tex;
     position = pos;
     BulletColour = col;
 }
 public Entity(MainGame parent,int hlth = 1, int damage = 0, int score_worth = 0)
 {
     game = parent;
     this.health = health;
     this.damage = damage;
     this.score_worth = score_worth;
 }
 static void Main()
 {
     game = new MainGame(); //Different from creating the class. This is the part where the class is acutally made so variables are assigned in here.
                            //In this example, the game variable (of the type MainGame) is being assigned to as a new MainGame.
     game.Run(); //Finally, call the method to run the game. Please now focus your attention to the MainGame class (inside MainGame.cs)
 }
 public Target(MainGame parent,int Health)
     : base(parent,Health)
 {
 }