public Walker(Rectangle rectangle, Texture2D texture) : base(rectangle, texture)
        {
            this.rectangle = rectangle;
            int d = rnd.Next(0, 2);
            int e = rnd.Next(0, 2);

            this.texture = 0 == e?ContentManager.Textures["walker1"]: ContentManager.Textures["walker2"];
            velocityX    = d == 0 ? 140 : -140;
            state        = walkerState.alive;
            timer        = 0;
        }
 void IDamaged.GetDamaged()
 {
     velocityY  = -150;
     collidable = false;
     state      = walkerState.damaged;
 }
        public override void Move(float TimeElapsed)
        {
            if (state == walkerState.dying)
            {
                timer += TimeElapsed;
                if (timer >= 2)
                {
                    enemydead = true;
                }
                if (collisionYbot)
                {
                    velocityY = 0;
                }
                rectangle.Y += velocityY * TimeElapsed;
            }
            else if (state == walkerState.damaged)
            {
                timer += TimeElapsed;
                if (timer >= 2)
                {
                    enemydead = true;
                }
                rectangle.Y += velocityY * TimeElapsed;
            }
            else
            {
                if (GetHitTopLeft || GetHitTopRight)
                {
                    GetHitTopLeft  = false;
                    GetHitTopRight = false;
                    state          = walkerState.dying;
                    collidable     = false;
                    velocityX      = 0;
                }
                if (GetHitSide)
                {
                    scene.player.GetHit(this);
                }

                if (!collisionX)
                {
                    rectangle.X += velocityX * TimeElapsed;
                }
                else
                {
                    velocityX = -velocityX;
                }

                if (!collisionYbot && !collisionYtop)
                {
                    rectangle.Y += velocityY * TimeElapsed;
                }
                else
                {
                    velocityY = 0;
                    if (collisionYtop)
                    {
                        velocityY   += 15;
                        rectangle.Y += velocityY * TimeElapsed;
                    }
                }
            }
        }