public FishEnemy(Vector2 pos, PlayerCreature player) { enemyHabitat = Enemy.EnemyHabitat.ENEMY_HABITAT_SEA; enemyType = Enemy.EnemyType.ENEMY_TYPE_FISH; sprite = new SpriteTile(); this.player = player; if (texInfo == null) { //texInfo = new TextureInfo ("/Application/assets/stingray_float.png"); texInfo = new TextureInfo(AssetManager.GetTexture("stingray_float"), new Vector2i(4,1),TRS.Quad0_1); } if (spriteList == null) { spriteList = new SpriteList(texInfo); } spriteList.Position = new Vector2(0.0f,0.0f); spriteList.AddChild(sprite); Animations = new Dictionary<string, Animation>(); //texInfo = new TextureInfo(AssetManager.GetTexture("stingray_float"), new Vector2i(4,1),TRS.Quad0_1); Animations.Add("idle" , new Animation(0, 3, 0.3f, false)); CurrentAnimation = Animations["idle"]; CurrentAnimation.Play(); sprite.GetContentWorldBounds(ref boundingBox); sprite.Quad.S = new Vector2(321, 270);// map 1:1 on screen -- necessary? !!!\ sprite.CenterSprite(); sprite.Position = pos; sprite.Schedule((dt) => UpdateEnemyState(dt)); }