public PlayerItem(ContentManager content, Vector2 position, Stage stage, string itemType) : base(content, position, stage, itemType) { _imageTexture = content.Load <Texture2D>(string.Format("Sprites/Enemies/PlayerItem{0}", itemType)); ExplosionSound = content.Load <SoundEffect>("Sounds/playeritem"); ExplosionAnimation.Initialize(content.Load <Texture2D>("Sprites/Explosion1"), this.WorldPosition, 36, 36, 3, 150, Color.White, 1f, false, false, this.CurrentStage); CollisionIsHazardous = false; VulnerableToBullets = false; switch (itemType) { case "MachineGun": Gun = new PlayerGun(); Gun.Initialize(content, GunType.MachineGun); break; case "RapidGun": Gun = new PlayerGun(); Gun.GunType = GunType.Rapid; break; case "SpreadGun": Gun = new PlayerGun(); Gun.Initialize(content, GunType.Spread); break; } Velocity.X = 0.7f; IsOnGround = true; JumpInProgress = true; IsJumping = true; JumpLaunchVelocity = -1200f; GravityAcceleration = 300f; MaxJumpTime = 0.6f; }