//KONSTRUKTORN SOM HÅLLER DE VÄRDEN SOM SKALL SPARAS
 public Save(Player a_player, StateHandler a_stateHandler, Levels a_levels, Model a_model)
 {
     m_model = a_model;
     m_player = a_player;
     m_stateHandler = a_stateHandler;
     m_levels = a_levels;
 }
 public Model(Player a_player, StateHandler a_stateHandler, Levels a_levels, Enemy a_enemy, EnemyBolt a_enemyBolt)
 {
     m_enemy = new List<Enemy>();
     m_boltEnemy = new List<EnemyBolt>();
     m_player = a_player;
     m_stateHandler = a_stateHandler;
     m_levels = a_levels;
     m_modelEnemy = a_enemy;
     m_modelEnemyBolt = a_enemyBolt;
     // m_view = new View.View(a_manager, a_contentLoader, a_graphics);
     m_save = new Save(m_player, m_stateHandler, m_levels, this);
     SetEnemies();
     //  m_view = a_view;
 }
        public bool IsCollidingAtEnemy(Vector2 a_newPos, Vector2 a_size, Player a_player)
        {
            float playerRadius = 0.75f;
            float enemyRadius = 1.5f;
            Vector2 topLeft = new Vector2(a_newPos.X, a_newPos.Y - a_size.Y);
            Vector2 bottomRight = new Vector2(a_newPos.X, a_newPos.Y);
               //Vector2 topLeft = new Vector2(a_newPos.X - a_size.X / 2.0f, a_newPos.Y - a_size.Y);
               //Vector2 bottomRight = new Vector2(a_newPos.X + a_size.X / 2.0f, a_newPos.Y);
             /*   Enemy enemy;
            enemy = new Enemy();
            BoundingSphere enemySphere = new BoundingSphere();
            BoundingSphere playerSphere = new BoundingSphere(new Vector3(a_player.GetPosition().X, a_player.GetPosition().Y - a_player.GetSize().Y / 2, 0), playerRadius);
            for (int i = 0; i < enemyPosition.Count; i++)
            {
                if (m_enemy != null)
                {

                    enemySphere = new BoundingSphere(new Vector3(m_enemy[i].GetPosition().X + 0.5f, m_enemy[i].GetPosition().Y, 0), enemyRadius);
                    if (playerSphere.Intersects(enemySphere))
                    {
                        return true;
                    }
                }
            }
            return false;

            }*/

            for (int x = 0; x < g_levelWidth; x++)
            {
                for (int y = 0; y < g_levelHeight; y++)
                {

                    if (bottomRight.X < (float)x)
                        continue;
                    if (bottomRight.Y < (float)y)
                        continue;
                    if (topLeft.X > (float)x + 1.1f)
                        continue;
                    if (topLeft.Y > (float)y + 1.0f)
                        continue;

                    if (m_tiles[x, y] == Tile.T_RUSHINGENEMY || m_tiles2[x,y] == TileLevel2.T_RUSHINGENEMY || m_tiles3[x,y] == TileLevel3.T_RUSHINGENEMY)
                    {

                        return true;
                    }
                }
            }

            return false;
        }
 public PlayerLevelStatsSave(Player a_player)
 {
     m_player = a_player;
 }
 internal void DoSave(Player a_player, StateHandler a_stateHandler, Levels a_levels, Model a_model, Save a_save)
 {
     a_save = new Save(m_player, a_stateHandler, a_levels, a_model);
     a_save.InitiateSave();
 }