public ReturnChaseEnemy(LevelState parentWorld, float initial_x, float initial_y) { position = new Vector2(initial_x, initial_y); dimensions = new Vector2(48.0f, 48.0f); original_position = CenterPoint; velocity = new Vector2(0.0f, 0.0f); enemy_damage = 10; enemy_life = 15; distance = 0.0f; angle = 0.0f; angle1 = 0.0f; angle2 = 0.0f; knockback_magnitude = 2.0f; disable_movement_time = 0.0f; return_timer = 0.0f; direction_facing = GlobalGameConstants.Direction.Right; change_direction_time = 0.0f; enemy_found = false; state = EnemyState.Idle; component = new IdleSearch(); this.parentWorld = parentWorld; walk_down = AnimationLib.getSkeleton("chaseDown"); walk_right = AnimationLib.getSkeleton("chaseRight"); walk_up = AnimationLib.getSkeleton("chaseUp"); current_skeleton = walk_right; current_skeleton.Animation = current_skeleton.Skeleton.Data.FindAnimation("idle"); current_skeleton.Skeleton.FlipX = false; chaseAnim = AnimationLib.getFrameAnimationSet("chasePic"); animation_time = 0.0f; }