public PathToPlayer(Player player, IMap map, Texture2D sprite)
 {
     _player = player;
     _map = map;
     _sprite = sprite;
     _pathFinder = new PathFinder(map);
 }
 public CombatManager(Player player, List<AggressiveEnemy> aggressiveEnemies)
 {
     _player = player;
     _aggressiveEnemies = aggressiveEnemies;
 }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            _floor = Content.Load<Texture2D>("Floor");
            _wall = Content.Load<Texture2D>("Wall");
            Cell startingCell = GetRandomEmptyCell();

            _player = new Player
            {
                X = startingCell.X,
                Y = startingCell.Y,
                Sprite = Content.Load<Texture2D>("Player"),
                // With a 15 armor class if the enemy has no attack bonus
                // the player will be hit 25% of the time
                ArmorClass = 15,
                AttackBonus = 1,
                // The player will roll 2D4 for damage or 2 x 4 sided Die
                // We can use the Dice class in RogueSharp for this
                Damage = Dice.Parse("2d4"),
                // The player can take 50 points of damage before dying
                Health = 50,
                Name = "Mr. Rogue"
            };
            UpdatePlayerFieldOfView();
            Global.Camera.CenterOn(startingCell);
            /* ADDAGRRESSIVENEMIES(10) <--- MAGIC NUMBER ***
            *** REPLACE THIS LATER TO BE A NUMBER DEPENDENT ON ***
            *** THE PLAYER LEVEL AND DUNGEON DEPTH LEVEL *** */
            AddAggressiveEnemies(10);
            Global.CombatManager = new CombatManager(_player, _aggressiveEnemies);
            Global.GameState = GameStates.PlayerTurn;
        }