public void AddShot(Vector3 position, Vector3 direction, 
                            Object owner, InteractionMediator.attackType attackType)
        {
            //Determine owner
            Player1 temp;
            if (owner == player1)
                temp = player1;
            else temp = player2;

            shots.Add(new Bullet(
                Game.Content.Load<Model>(@"models\ammo"),
                position, direction, temp, attackType));
        }
 public Bullet(Model m, Vector3 position, Vector3 Direction, 
             Player1 owner, InteractionMediator.attackType type)
     : base(m)
 {
     world = Matrix.CreateTranslation(position);
     myPlayer = owner;
     myType = type;
     if (type == InteractionMediator.attackType.BULLET)
     {
         tint = Color.Blue;
         mySpeed = .9f;
     }
     else if (type == InteractionMediator.attackType.SMASHBULLET)
     {
         tint = Color.Red;
         mySpeed = .5f;
     }
     direction = Direction * mySpeed;
 }
        protected override void LoadContent()
        {
            //Stage
            stage = new Stage1(
                Game.Content.Load<Model>(@"models\stage"));

            //Players
            p1 = new Player1(
                Game.Content.Load<Model>(@"models\pikachu_final"));
            ((Player1)p1).setPosition(-25);
            models.Add(p1);
            p2 = new Player2(
                Game.Content.Load<Model>(@"models\pikachu_final"));
            ((Player1)p2).setPosition(25);
            models.Add(p2);

            shield1 = new BasicModel(
                Game.Content.Load<Model>(@"models\pokeballmodel"));
            shield2 = new BasicModel(
                Game.Content.Load<Model>(@"models\pokeballmodel"));

            //Lives
            stock = Game.Content.Load<Texture2D>(@"textures\stock");
            mediator = new InteractionMediator((Player1)p1, (Player1)p2);

            //Assign Mediator
            ((Player1)p1).mediator = mediator;
            ((Player1)p2).mediator = mediator;

            //Assign all the models this Model Manager
            foreach (BasicModel m in models)
                m.setModelManager(this);

            player1 = ((Player1)p1);
            player2 = ((Player1)p2);

            spriteBatch = new SpriteBatch(GraphicsDevice);
            percentFont = Game.Content.Load<SpriteFont>(@"fonts\menuFont");

            base.LoadContent();
        }