public void InitPlayers(int cageId)
        {
            var player1         = EntityManager.GetEntityManager().NewEntity();
            var actionBindings1 = new ActionBindingsBuilder()
                                  .SetAction(Keys.W, EventConstants.WalkForward) //Use of the next gen constants :)
                                  .SetAction(Keys.S, EventConstants.WalkBackward)
                                  .SetAction(Keys.A, EventConstants.TurnLeft)
                                  .SetAction(Keys.D, EventConstants.TurnRight)
                                  .SetAction(Keys.Q, EventConstants.TurnAround)
                                  .SetAction(Keys.E, EventConstants.FireWeapon)
                                  .SetAction(Keys.LeftShift, EventConstants.LightStatus)
                                  .Build();

            var player2         = EntityManager.GetEntityManager().NewEntity();
            var actionBindings2 = new ActionBindingsBuilder()
                                  .SetAction(Keys.I, EventConstants.WalkForward)
                                  .SetAction(Keys.K, EventConstants.WalkBackward)
                                  .SetAction(Keys.J, EventConstants.TurnLeft)
                                  .SetAction(Keys.L, EventConstants.TurnRight)
                                  .SetAction(Keys.O, EventConstants.FireWeapon)
                                  .SetAction(Keys.U, EventConstants.TurnAround)
                                  .SetAction(Keys.H, EventConstants.Running)
                                  .Build();

            var player3         = EntityManager.GetEntityManager().NewEntity();
            var actionBindings3 = new ActionBindingsBuilder()
                                  .SetAction(Keys.Up, EventConstants.WalkForward)
                                  .SetAction(Keys.Down, EventConstants.WalkBackward)
                                  .SetAction(Keys.Left, EventConstants.TurnLeft)
                                  .SetAction(Keys.Right, EventConstants.TurnRight)
                                  .SetAction(Keys.PageDown, EventConstants.FireWeapon)
                                  .SetAction(Keys.PageUp, EventConstants.TurnAround)
                                  .SetAction(Keys.RightControl, EventConstants.Running)
                                  .Build();

            CreatePlayer(name: "Carlos", entityId: player1, actionBindings: actionBindings1,
                         position: new Vector2(200, 200), cameraFollow: true,
                         collision: true, isCaged: true, cageId: cageId);
            CreatePlayer("Elvir", player2, actionBindings2, position: new Vector2(400, 400), cameraFollow: true,
                         collision: true, isCaged: true, cageId: cageId, disabled: false);
            CreatePlayer("Markus", player3, actionBindings3, position: new Vector2(300, 300), cameraFollow: true,
                         collision: true, isCaged: false, cageId: cageId, disabled: true);
        }
        public void InitPlayers(int cageId)
        {
            var player1         = EntityManager.GetEntityManager().NewEntity();
            var actionBindings1 = new ActionBindingsBuilder()
                                  .SetAction(Keys.W, EventConstants.WalkForward) //Use of the next gen constants :)
                                  .SetAction(Keys.S, EventConstants.WalkBackward)
                                  .SetAction(Keys.A, "entityTurnLeft")
                                  .SetAction(Keys.D, "entityTurnRight")
                                  .SetAction(Keys.Q, "entityTurnAround")
                                  .SetAction(Keys.E, "entityFireWeapon")
                                  .SetAction(Keys.LeftShift, "entityRun")
                                  .Build();

            var player2         = EntityManager.GetEntityManager().NewEntity();
            var actionBindings2 = new ActionBindingsBuilder()
                                  .SetAction(Keys.I, "entityWalkForwards")
                                  .SetAction(Keys.K, "entityWalkBackwards")
                                  .SetAction(Keys.J, "entityTurnLeft")
                                  .SetAction(Keys.L, "entityTurnRight")
                                  .SetAction(Keys.O, "entityFireWeapon")
                                  .SetAction(Keys.U, "entityTurnAround")
                                  .SetAction(Keys.H, "entityRun")
                                  .Build();

            var player3         = EntityManager.GetEntityManager().NewEntity();
            var actionBindings3 = new ActionBindingsBuilder()
                                  .SetAction(Keys.Up, "entityWalkForwards")
                                  .SetAction(Keys.Down, "entityWalkBackwards")
                                  .SetAction(Keys.Left, "entityTurnLeft")
                                  .SetAction(Keys.Right, "entityTurnRight")
                                  .SetAction(Keys.PageDown, "entityFireWeapon")
                                  .SetAction(Keys.PageUp, "entityTurnAround")
                                  .SetAction(Keys.RightControl, "entityRun")
                                  .Build();

            CreatePlayer(player1, actionBindings1, position: new Vector2(200, 200), cameraFollow: true, collision: true, isCaged: true, cageId: cageId);
            CreatePlayer(player2, actionBindings2, position: new Vector2(400, 400), cameraFollow: true, collision: true, disabled: true);
            CreatePlayer(player3, actionBindings3, position: new Vector2(300, 300), cameraFollow: true, collision: true, isCaged: true, disabled: true);
        }