public Phase(float timeLength)
 {
     player = Player.Instance;
     LifeTime = timeLength;
     End = null;
     Enemies = new List<Enemy>();
 }
 private Level()
 {
     player = Player.Instance;
     phases = new PhaseCollection();
     Ending += (sender, args) => currentState = LevelState.End;
 }
 private Level(int phases)
 {
     player = Player.Instance;
     this.phases = new PhaseCollection(phases);
 }
 public static void Initialize(GraphicsDeviceManager graphics, ContentManager content, GameWindow window)
 {
     Enemy.StandardTexture = content.Load<Texture2D>(EnemyTexture);
     Enemy.Destruction = content.Load<SoundEffect>("sounds/Explosion3");
     CurrentState = State.Menu;
     enemies = new List<Enemy>();
     graphicsDevice = graphics;
     player = new Player(new Animation(content.Load<Texture2D>(PlayerTexture), 1F, false, 64), new Vector2(window.ClientBounds.Height - 96, window.ClientBounds.Width / 2), new Vector2(SpeedX * 2, SpeedY * 2), content.Load<Texture2D>("images/lazer"), content.Load<SoundEffect>("sounds/shoot"));
     PhysicalObject.DeathAnimation = new Animation(content.Load<Texture2D>("images/greyExplosion"), 0.03F, true, 102);
     heart = content.Load<Texture2D>("images/hud/heart");
     shrinking = true;
     Levels = new List<Level>(1) { Level.One(), Level.Two(), Level.Three() };
     totalEnemies = Level.One().EnemiesAlive;
 }