public InventoryDrawer(Inventory inventory)
{
_inventory = inventory;
_itemCross = new MagicSprite(Game1.Instance.SpriteBatch, Game1.Instance.Content.Load<Texture2D>("sprite/cross"), _crossPos, null, .5f);
float panning = .36f;
_slotPos1 = new Vector2(_itemCross.Center.X, _itemCross.Center.Y - _itemCross.Height * panning);
_slotPos2 = new Vector2(_itemCross.Center.X + _itemCross.Width * panning, _itemCross.Center.Y);
_slotPos3 = new Vector2(_itemCross.Center.X, _itemCross.Center.Y + _itemCross.Height * panning);
_slotPos4 = new Vector2(_itemCross.Center.X - _itemCross.Width * panning, _itemCross.Center.Y);
_selector = new MagicSprite(Game1.Instance.SpriteBatch, Game1.Instance.Content.Load<Texture2D>("sprite/selector"), Vector2.Zero, panning * .4f, null);
_selector.Position = _slotPos4;
_potionBag = new MagicSprite(Game1.Instance.SpriteBatch, Game1.Instance.Content.Load<Texture2D>("sprite/potion"), Vector2.Zero, panning * .3f, null);
_potionBag.Position = _slotPos4;
_telekinesis = new MagicSprite(Game1.Instance.SpriteBatch, Game1.Instance.Content.Load<Texture2D>("sprite/telekinesis"), Vector2.Zero, panning * .3f, null);
_telekinesis.Position = _slotPos2;
_gun = new MagicSprite(Game1.Instance.SpriteBatch, Game1.Instance.Content.Load<Texture2D>("sprite/gun"), Vector2.Zero, panning * .5f, null);
_gun.Position = _slotPos1;
_iceHammer = new MagicSprite(Game1.Instance.SpriteBatch, Game1.Instance.Content.Load<Texture2D>("sprite/ice"), Vector2.Zero, panning * .3f, null);
_iceHammer.Position = _slotPos3;
}