private void setupPlayer() { // initially left facing for proper rotations towards the mouse List <TileRef> initialFrames = new List <TileRef>() { new TileRef(16, 2, 0), new TileRef(16, 3, 0), new TileRef(16, 4, 0), new TileRef(16, 5, 0), new TileRef(16, 6, 0), new TileRef(16, 7, 0), new TileRef(16, 8, 0), }; player = new PlayerWithWeapon(Game, cam, new Vector2(0, 0), new Vector2(tileMap.GetLength(1), tileMap.GetLength(0)), initialFrames, 64, 64, 1.0f); // Default stopped player.setFrameSet(DIRECTION.UP, new List <TileRef> { new TileRef(15, 0, 0), new TileRef(16, 0, 0), new TileRef(17, 0, 0), new TileRef(18, 0, 0), new TileRef(19, 0, 0), new TileRef(20, 0, 0), new TileRef(21, 0, 0) }); player.setFrameSet(DIRECTION.DOWN, new List <TileRef> { new TileRef(15, 1, 0), new TileRef(16, 1, 0), new TileRef(17, 1, 0), new TileRef(18, 1, 0), new TileRef(19, 1, 0), new TileRef(20, 1, 0), new TileRef(21, 1, 0), }); player.setFrameSet(DIRECTION.LEFT, new List <TileRef> { new TileRef(16, 2, 0), new TileRef(16, 3, 0), new TileRef(16, 4, 0), new TileRef(16, 5, 0), new TileRef(16, 6, 0), new TileRef(16, 7, 0), new TileRef(16, 8, 0), }); player.setFrameSet(DIRECTION.RIGHT, new List <TileRef> { new TileRef(15, 2, 0), new TileRef(15, 3, 0), new TileRef(15, 4, 0), new TileRef(15, 5, 0), new TileRef(15, 6, 0), new TileRef(15, 7, 0), new TileRef(15, 8, 0), }); Projectile p = new Projectile(Game, player.PixelPosition, new List <TileRef>() { new TileRef(3, 0, 0), new TileRef(4, 0, 0), new TileRef(5, 0, 0), new TileRef(6, 0, 0) }, new List <TileRef>() { new TileRef(0, 0, 0), new TileRef(1, 0, 0), new TileRef(2, 0, 0) }, player.FrameWidth, player.FrameHeight, 1f); player.CurrentPlayerTile = TileManager.CurrentTile; player.loadProjectile(p); }