protected override IAspect CloneSubclass()
        {
            OrientationAspect oa = new OrientationAspect();

            oa.Position = this.Position;
            oa.Rotation = this.Rotation;

            return oa;
        }
 protected override void InitSubclass()
 {
     orientation = Owner.Aspects.FindFirst<OrientationAspect>();
     this.Enabled = true;
 }
 protected override void InitSubclass()
 {
     Radius = 3;
     Speed = 15f;
     this.orientationAspect = Owner.Aspects.FindByName<OrientationAspect>(orientationAspectName);
 }
        public static void LoadFirstLevel(Level level, Game game)
        {
            //Using prefab entity creation methods
            Entity platform = NewStaticObjectEntity(game, "platform1", "Sprites/platform",
                new Vector2(300, 350), 0.2f, CoordinateType.World);

            Entity platform2 = NewStaticObjectEntity(game, "platform2", "Sprites/platform",
                new Vector2(864, 400), 0.2f, CoordinateType.World);

            Entity platform3 = NewStaticObjectEntity(game, "platform3", "Sprites/crate",
                new Vector2(1408, 420), 0.2f, CoordinateType.World);

            Entity player = EntityTemplates.MakePlayerEntity(game, "PLAYER", "Sprites/hobosquirrel",
                new Vector2(60, 10), new Rectangle(0, 0, 30, 56));

            PlayerID = player.EntityID;
            //Constructing backdrop entity
            Entity backdrop = new Entity();
            backdrop.Game = game;
            backdropID = backdrop.EntityID;

            SpriteAspect sprite = new SpriteAspect();
            sprite.OwnerID = backdrop.EntityID;
            sprite.Name = "sprite";
            sprite.OrientationAspect = "orientation";
            backdrop.Aspects.Add(sprite);

            OrientationAspect orientation = new OrientationAspect();
            orientation.OwnerID = backdrop.EntityID;
            orientation.Name = "orientation";
            backdrop.Aspects.Add(orientation);

            RenderingAspect render = new RenderingAspect();
            render.OwnerID = backdrop.EntityID;
            render.Name = "renderer";
            backdrop.Aspects.Add(render);

            backdrop.Aspects.FindFirst<SpriteAspect>().CoordinateType = CoordinateType.World;
            backdrop.Aspects.FindFirst<SpriteAspect>().ImageFile = "Sprites/Blue hills";
            backdrop.Aspects.FindFirst<SpriteAspect>().Scale = new Vector2(2.0f, 2.0f);
            backdrop.Aspects.FindFirst<SpriteAspect>().LayerDepth = 0.1f;

            //Constructing physics debug view entity
            Entity physicsDebugger = new Entity();
            physicsDebugger.Game = game;
            PhysicsDebugAspect phydebug = new PhysicsDebugAspect();
            phydebug.OwnerID = physicsDebugger.EntityID;
            phydebug.Name = "farseer";
            phydebug.LayerDepth = 1;
            physicsDebugger.Aspects.Add(phydebug);
            physicsDebugger.Name = "PHYDEBUGGER";
            level.Entities.Add(physicsDebugger);

            //Add Entities to level
            platform.Name = "PLATFORM1";
            platform2.Name = "PLATFORM2";
            platform3.Name = "PLATFORM3";
            backdrop.Name = "BACKDROP";

            Entity enemy = EntityTemplates.MakeEnemyEntity(game, "Enemy1", "Sprites/funnycaveman",
                new Vector2(350, 60), new Rectangle(0, 0, 70, 46));
            level.Entities.Add(enemy);

            level.Entities.Add(platform);
            level.Entities.Add(platform2);
            level.Entities.Add(platform3);
            level.Entities.Add(player);
            level.Entities.Add(backdrop);

            //Load level (initialize entities)
            //level.Load(); //DO IT YOURSELF

            //Ignore this crap, I was playing with sprite ordering
            //((RenderingAspect)player.Aspects.FindFirst<RenderingAspect>()).Visible = false;
            //((RenderingAspect)platform.Aspects.FindFirst<RenderingAspect>()).Visible = false;
            //((RenderingAspect)backdrop.Aspects.FindFirst<RenderingAspect>()).Visible = false;

            //((RenderingAspect)player.Aspects.FindFirst<RenderingAspect>()).DrawOrder = 3;
            //((RenderingAspect)platform.Aspects.FindFirst<RenderingAspect>()).DrawOrder = 2;
            //((RenderingAspect)backdrop.Aspects.FindFirst<RenderingAspect>()).DrawOrder = 1;
        }