public InGameLevel(Player player1, Game game)
        {
            this._inGameService = (InGameManager)(game.Services.GetService(typeof(InGameManager)));
            this.spriteService = (IManageSprites)(game.Services.GetService(typeof(IManageSprites)));
            this._collisionService = (IManageCollision)(game.Services.GetService(typeof(IManageCollision)));

            _player1 = player1;
        }
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        public PauseMenu(IManageSprites spriteService, IManageStates stateService)
            : base(spriteService, stateService)
        {
            ChangeMenuState("Main");

            continueButton = new ContinueButton(new Vector2(
                ((int)spriteService.GameWindowSize.X / 2 - 90),
                ((int)spriteService.GameWindowSize.Y / 2 - 37)), this);
            spriteService.LoadDrawable(continueButton);
        }
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        public MainMenu(IManageSprites spriteService, IManageStates stateService)
            : base(spriteService, stateService)
        {
            //man starter hovedmenyen i denne tilstanden
            ChangeMenuState("Main");

            //opprett Spill-knappen
            playButton = new PlayButton(new Vector2(
                ((int)spriteService.GameWindowSize.X / 2 - 90),
                ((int)spriteService.GameWindowSize.Y / 2 - 37)), this);
            spriteService.LoadDrawable(playButton);
        }
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        private IManageSprites _spritemanager; //Spritemanager(For å laste inn teksturer når spilleren går opp i level)

        #endregion Fields

        #region Constructors

        public Player(Rectangle destinationRectangle, float layerDepth, float scale, Game game)
            : base(destinationRectangle, layerDepth, scale, game)
        {
            Directory = @"player";
            setSpeed(4);
            combatLevel = 1;
            setStats();
            setHpBar();

            //Henter ut inGameManager og spriteManager fra game
            _inGameManager = (InGameManager)game.Services.GetService(typeof(InGameManager));
            _spritemanager = (IManageSprites)game.Services.GetService(typeof(IManageSprites));

            //Skalerer spilleren med scale
            destinationRectangle.Width = (int)(destinationRectangle.Width * scale);
            destinationRectangle.Height = (int)(destinationRectangle.Height * scale);

            //Setter hitboxen til spilleren til 40px høy og bredden på spilleren / 2
            footBoxWidth = (int)destinationRectangle.Width;
            footBoxXOffset = (int)footBoxWidth / 2;
            footBoxYOffset = (int)(110 * scale);
            footBoxHeight = (int)(60 * scale);

            //Plasserer boksen midstilt nederst på spilleren.
            _footBox = new Rectangle(destinationRectangle.X - footBoxXOffset, destinationRectangle.Y + footBoxYOffset, footBoxWidth, (int)footBoxHeight);
            TargetBox = new Rectangle(_footBox.X - targetBoxXDif / 2 - 5, _footBox.Y, _footBox.Width + targetBoxXDif, _footBox.Height + targetBoxYDif);

            //Legger til alle navn på animasjoner som spilleren har, brukes for å laste inn riktige animasjoner.
            animationList.Add("block");
            animationList.Add("strikeSword");
            animationList.Add("battleBlockWalk");

            //Legger til alle navn på ben som hører til animasjonen, brukes for å endre på teksturer
            playerTextureList.Add("torso");
            playerTextureList.Add("bicep");
            playerTextureList.Add("shieldHand_Walking");
            playerTextureList.Add("hip");
            playerTextureList.Add("shin");
            playerTextureList.Add("foot");
            playerTextureList.Add("head");
            playerTextureList.Add("forearm");
            playerTextureList.Add("swordHand");
            playerTextureList.Add("helmet");
            playerTextureList.Add("shield_StudWood_Ready");
            playerTextureList.Add("shield_StudWood_Slashing");
            playerTextureList.Add("shieldHand_Blocking");
        }
        /// <summary>
        /// Allows the game component to perform any initialization it needs to before starting
        /// to run.  This is where it can query for any required services and load content.
        /// </summary>
        public override void Initialize()
        {
            _spriteService = (IManageSprites)Game.Services.GetService(typeof(IManageSprites));

            base.Initialize();
        }
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 public Menu(IManageSprites spriteService, IManageStates stateService)
 {
     this._spriteService = spriteService;
     this.stateService = stateService;
 }
        /// <summary>
        /// Allows the game component to perform any initialization it needs to before starting
        /// to run.  This is where it can query for any required services and load content.
        /// </summary>
        public override void Initialize()
        {
            //initialiserer komponenter
            _spriteService = (IManageSprites)Game.Services.GetService(typeof(IManageSprites));
            _collisionService = (IManageCollision)Game.Services.GetService(typeof(IManageCollision));
            _inGameService = (InGameManager)Game.Services.GetService(typeof(InGameManager));
            _menuService = (MenuManager)Game.Services.GetService(typeof(MenuManager));
            _audioService = (IManageAudio)Game.Services.GetService(typeof(AudioManager));

            //spillet vil starte i denne tilstanden
            ChangeState("MainMenu");

            base.Initialize();
        }
        /// <summary>
        /// Allows the game component to perform any initialization it needs to before starting
        /// to run.  This is where it can query for any required services and load content.
        /// </summary>
        public override void Initialize()
        {
            //laster inn komponenter
            _spriteService = (IManageSprites)Game.Services.GetService(typeof(IManageSprites));
            _stateService = (IManageStates)Game.Services.GetService(typeof(IManageStates));
            _collisionService = (IManageCollision)Game.Services.GetService(typeof(IManageCollision));
            _inputService = (IManageInput)Game.Services.GetService(typeof(IManageInput));
            _audioService = (IManageAudio)Game.Services.GetService(typeof(IManageAudio));

            //oppretter musikkkontrollerne
            _spriteService.LoadDrawable(new StaticSprite("musicOptions"));
            _spriteService.LoadDrawable(new StaticSprite("soundOptions"));
            musicToggle = new musicToggleButton("musicOptions", new Rectangle((int)_spriteService.GameWindowSize.X - 40, 0, 40, 40), new Rectangle(0, 0, 40, 40), Game);
            soundToggle = new SoundToggleButton("soundOptions", new Rectangle((int)_spriteService.GameWindowSize.X - 80, 0, 40, 40), new Rectangle(0, 0, 40, 40), Game);
            _persistentInGameUI.Add(musicToggle);
            _persistentInGameUI.Add(soundToggle);

            //oppretter Random
            rand = new Random();

            //oppretter spilleren
            _player1 = new Player(new Rectangle(100, 100, 150, 330), 0.5f, Game);
            _spriteService.LoadDrawable(_player1);

            //oppretter spillbanene
            _chooseDirectionlevel = new ChooseDirectionLevel(_player1, Game);
            _fightingLevel = new FightingLevel(_player1, Game);
            _miningLevel = new MiningLevel(_player1, Game);
            _townLevel = new TownLevel(_player1, Game);

            //Selve spillet starter på denne banen
            ChangeInGameState("ChooseDirectionLevel", 100, 450);

            base.Initialize();
        }