public EntityManager(World world)
 {
     entities = new List<Entity.Entity>();
     entitiesToAdd = new List<Entity.Entity>();
     playerLoc = -1;
     this.mainGame = Game1.Instance;
     this.world = world;
 }
        public CollisionManager()
        {
            this.mainGame = Game1.Instance;

            grid = new CollisionTile[mainGame.worldManager.CurrentWorld.manager.world.worldHeight, mainGame.worldManager.CurrentWorld.manager.world.worldWidth];

            // Setup tile grid.
            for (int x = 0; x < grid.GetLength(0); x++)
                for (int y = 0; y < grid.GetLength(1); y++)
                {
                    grid[x, y] = new CollisionTile(x * CollisionTile.SIDE_LENGTH, y * CollisionTile.SIDE_LENGTH, grid);
                }
        }
 //Constructor
 public SaveManager()
 {
     MainGame = Game1.Instance;
     saveLoc = "./Content/SaveFiles/save.save";
 }
        /// <summary>
        /// Constructs RenderManager using a SpriteBatch object which will be used for drawing.
        /// </summary>
        /// <param name="spriteBatch">MonoGames SpriteBatch object.</param>
        /// <param name="graphics">MonoGames GraphicsDevice object.</param>
        /// <param name="mainGame">Game1 class to interact with other managers.</param>
        public RenderManager(SpriteBatch spriteBatch, GraphicsDevice graphics, WorldManager worldManager)
        {
            this.spriteBatch = spriteBatch;
            this.graphics = graphics;
            this.worldManager = worldManager;
            this.mainGame = Game1.Instance;

            particles = new List<Particle>();
            dialogs = new List<Dialog>();

            viewportHeight = graphics.Viewport.Height;
            viewportWidth = graphics.Viewport.Width;

            viewportDeltaWidth = 0;
            viewportDeltaHeight = 0;

            mainGame.Window.ClientSizeChanged += Window_ClientSizeChanged;

            //lastWep = -1;

            // WHAT IF PLAYER CHANGES WORLD (?)
            player = mainGame.worldManager.CurrentWorld.manager.GetPlayer();

            // Load all textures once (constructor will only be called once, so will this method)
            LoadTextures();
        }