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);
        }