/// <summary>
        /// Initializes a new instance of the <see cref="Player"/> class.
        /// </summary>
        /// <param name="position">The position to instanciate the player at</param>
        public Player(Vector2 position) : base(position, Stage.Player, 0, 0, 0, 1000)
        {
            //implement tank variables
            BaseImg      = Tools.Content.Load <Texture2D>("Images/Sprites/Tanks/TierOne/T1PP");
            Cannon       = new TierOneCannon(Owner.Player, Stage.Player, BasePosition, BaseRotation);
            BasePosition = position;

            //load and implement tank explosion animation
            var explosionSpritesheet = Tools.Content.Load <Texture2D>("Images/Sprites/Effects/spritesheet");

            ExplosionAnimation = new Animation(explosionSpritesheet, 3, 3, 9, 1, 1, 1, 2, BasePosition, 0.3f, true);
        }
        /// <summary>
        /// Initializes a new instance of the <see cref="TierOneEnemy"/> class.
        /// </summary>
        /// <param name="position">The initial position.</param>
        /// <param name="path">The path.</param>
        /// <param name="stage">The stage.</param>
        /// <param name="rotation">The initial rotation.</param>
        /// <seealso cref="Tank"/>
        public TierOneEnemy(Vector2 position, List <Vector2> path, Stage stage, float rotation) : base(position, stage, VIEW_RANGE_OPTIONS[(int)stage], SPEED[(int)stage], ROTATION_SPEED[(int)stage], HEALTH[(int)stage], rotation)
        {
            //implmeants tank img
            BaseImg = Tools.Content.Load <Texture2D>("Images/Sprites/Tanks/TierOne/T1P" + ((int)stage + 1));

            //implements the tank cannon
            Cannon = new TierOneCannon(Owner.Enemy, stage, BasePosition, BaseRotation);

            //implements the tank explosion animation
            var explosionSpritesheet = Tools.Content.Load <Texture2D>("Images/Sprites/Effects/spritesheet");

            ExplosionAnimation = new Animation(explosionSpritesheet, 3, 3, 9, 1, 1, 1, 2, BasePosition, 0.3f, true);

            //saves the given path to member variable
            this.path = path;

            //chooses attack range and view range of this enemy based on its stage
            playerAttackRange = ATTACK_RANGE_OPTIONS[(int)stage];
            viewRange         = VIEW_RANGE_OPTIONS[(int)stage];
        }