public Enemy(
            Texture2D texture,
            Vector2 location,
            Rectangle initialFrame,
            int frameCount)
        {
            EnemySprite = new Sprite(
                location,
                texture,
                initialFrame,
                Vector2.Zero);

            for (int x = 1; x < frameCount; x++)
            {
                EnemySprite.AddFrame(
                    new Rectangle(
                        initialFrame.X = (initialFrame.Width * x),
                        initialFrame.Y,
                        initialFrame.Width,
                        initialFrame.Height));
            }
            previousLocation = location;
            currentWaypoint = location;
            EnemySprite.CollisionRadius = enemyRadius;
        }
 public void AddAsteroid()
 {
     Sprite newAsteroid = new Sprite(
         new Vector2(-500, -500),
         texture,
         initialFrame,
         Vector2.Zero);
     for (int x = 1; x < asteroidFrames; x++)
     {
         newAsteroid.AddFrame(new Rectangle(
             initialFrame.X + (initialFrame.Width * x),
             initialFrame.Y,
             initialFrame.Width,
             initialFrame.Height));
     }
     newAsteroid.Rotation =
         MathHelper.ToRadians((float)rand.Next(0, 360));
     newAsteroid.CollisionRadius = 15;
     Asteroids.Add(newAsteroid);
 }
        public PlayerManager(
            Texture2D texture,
            Rectangle initialFrame,
            int frameCount,
            Rectangle screenBounds)
        {
            playerSprite = new Sprite(
                new Vector2(500, 500),
                texture,
                initialFrame,
                Vector2.Zero);

            PlayerShotManager = new ShotManager(
                texture,
                new Rectangle(0, 300, 5, 5),
                4,
                2,
                250f,
                screenBounds);

            playerAreaLimit =
                new Rectangle(
                    0,
                    0,
                    screenBounds.Width,
                    screenBounds.Height);

            for (int x = 1; x < frameCount; x++)
            {
                playerSprite.AddFrame(
                    new Rectangle(
                        initialFrame.X + (initialFrame.Width * x),
                        initialFrame.Y,
                        initialFrame.Width,
                        initialFrame.Height));
            }
            playerSprite.CollisionRadius = playerRadius;
        }
        public void FireShot(
            Vector2 location,
            Vector2 velocity,
            bool playerFired)
        {
            Sprite thisShot = new Sprite(
                location,
                Texture,
                InitialFrame,
                velocity);

            thisShot.Velocity *= shotSpeed;

            for (int x = 1; x < FrameCount; x++)
            {
                thisShot.AddFrame(new Rectangle(
                    InitialFrame.X + (InitialFrame.Width * x),
                    InitialFrame.Y,
                    InitialFrame.Width,
                    InitialFrame.Height));
            }
            thisShot.CollisionRadius = CollosionRadius;
            Shots.Add(thisShot);
        }