//constructor
 public MummyWalkUp(Mummy mummy)
     : base(mummy)
 {
     this.mummy = mummy;
     this.currentFrame = 0;
     this.angle = 3f;
     this.random = new Random();
 }
 public static bool CollisionLDownWalls(Mummy mummy)
 {
     if (level.Blocks[((int)(mummy.Location.X + 0.5) / 32), ((int)mummy.Location.Y / 32) + 1].BlockCollision == BlockCollision.Passable)
     {
         return true;
     }
     else
         return false;
 }
 public static bool CollisionDRightWalls(Mummy mummy)
 {
     if (level.Blocks[((int)mummy.Location.X / 32) + 1, ((int)mummy.Location.Y / 32)].BlockCollision == BlockCollision.Passable)
     {
         return true;
     }
     else
         return false;
 }
 public static bool CollisionDectectionWalls(Mummy mummy)
 {
     bool collision = false;
     for (int i = 0; i < level.Blocks.GetLength(0); i++)
     {
         for (int j = 0; j < level.Blocks.GetLength(1); j++)
         {
             if (level.Blocks[i, j].BlockCollision == BlockCollision.NotPassable)
             {
                 if (mummy.CollisionRect.Intersects(level.Blocks[i, j].Rectangle))
                 {
                     //level.Blocks[i, j].Texture = mummy.Game.Content.Load<Texture2D>(@"PlaySceneAssets\Explorer\CollisionText");
                     collision = true;
                     return collision;
                 }
             }
         }
     }
     return false;
 }
 //Constructor
 public MummyWander(Mummy mummy, int keyState)
     : base(mummy)
 {
     this.mummy = mummy;
     this.mummy.CollisionRect = new Rectangle((int)this.mummy.Location.X,
                                                 (int)this.mummy.Location.Y,
                                                 this.mummy.CollisionText.Width,
                                                 this.mummy.CollisionText.Height);
     this.olderMummyState = this.oldMummyState;
     this.oldMummyState = keyState;
     this.currentFrame = 0;
     this.angle = 1f;
     this.random = new Random();
     this.mummyState = new Dictionary<int, IStateMummy>()
     {
         {0, new MummyWalkDown(this.mummy)},
         {1, new MummyWalkLeft(this.mummy)},
         {3, new MummyWalkRight(this.mummy)},
         {2, new MummyWalkUp(this.mummy)}
     };
 }
 public static bool CollisionULeftWalls(Mummy mummy)
 {
     if (level.Blocks[((int)mummy.Location.X / 32) - 1, ((int)(mummy.Location.Y + 0.5) / 32)].BlockCollision == BlockCollision.Passable)
     {
         return true;
     }
     else
         return false;
 }