public EnemyManager(Game1 game)
        {
            gRef       = game;
            chaseTex   = gRef.Content.Load <Texture2D>("EnemyTex/chaser");
            divideTex  = gRef.Content.Load <Texture2D>("EnemyTex/divider");
            spinTex    = gRef.Content.Load <Texture2D>("EnemyTex/spinner");
            BulletTex  = gRef.Content.Load <Texture2D>("EnemyTex/chaserBullet");
            EBranchTex = gRef.Content.Load <Texture2D>("EnemyTex/brancher");
            bossTex    = gRef.Content.Load <Texture2D>("EnemyTex/boss");
            seedTex    = gRef.Content.Load <Texture2D>("EnemyTex/seed");
            WormTex    = gRef.Content.Load <Texture2D>("EnemyTex/worm");
            WBossTex   = gRef.Content.Load <Texture2D>("EnemyTex/wormBoss");
            enemies    = new List <Enemy>();

            currentTime = 0;
            counterA    = 0;
            counterB    = 0;
            counterC    = 0;
            counterD    = 0;
            splitTime   = 0;

            StartSpawns = false;
            float halfH = (float)Game1.ScreenY / 2.0f;
            float halfW = (float)Game1.ScreenX / 2.0f;

            screenRadius = (float)Math.Sqrt(halfH * halfH + halfW * halfW);

            stats = LevelManager.Current.EnemyManage;
        }
 public static void NextLevel()
 {
     stats = LevelManager.Current.EnemyManage;
     KillEveryThing();
     currentTime           = 0;
     counterA              = 0;
     counterB              = 0;
     counterC              = 0;
     counterD              = 0;
     ESpinner.CurrentCount = 0;
     EWorm.CurrentCount    = 0;
     bossMode              = false;
 }