protected override void Load()
{
StaticSprite frame1 = new StaticSprite();
StaticSprite frame2 = new StaticSprite();
frame1.Load(Parent.Engine.Content, "Froggy", new Rectangle(0, 0, 34, 29));
frame1.Origin = new Vector2(17, 28);
frame2.Load(Parent.Engine.Content, "Froggy", new Rectangle(34, 0, 34, 29));
frame2.Origin = new Vector2(18, 28);
frame1.Scale = 2f;
frame2.Scale = 2f;
_sequence.Scale = 2f;
_sequence.AddSprite(frame1, 0.5f);
_sequence.AddSprite(frame2, 0.5f);
_sequence.RepeatIndefinitely = true;
_sequence.Start();
//_mask = new CircleMask(new PointFP(8, 8), 10);
_mask = new AABBMask(new PointFP(-16, -32), new PointFP(16, 0));
_mask.Position = _position;
Dictionary<PlatformAction, PlatformAction> cmap = new Dictionary<PlatformAction, PlatformAction>();
cmap[PlatformAction.Left] = PlatformAction.Left;
cmap[PlatformAction.Right] = PlatformAction.Right;
cmap[PlatformAction.Up] = PlatformAction.Up;
cmap[PlatformAction.Down] = PlatformAction.Down;
cmap[PlatformAction.Jump] = PlatformAction.Jump;
cmap[PlatformAction.Action] = PlatformAction.Action;
/*PaddleMovement<PaddleAction> behavior = new PaddleMovement<PaddleAction>(this, "player", cmap);
behavior.Origin = new Vector2(400, 200);
behavior.Range = 100;
behavior.Speed = 120;
behavior.Direction = PaddleDirection.Vertical;
AddBehavior(behavior);*/
/*PlayerPlatformMovement<PlatformAction> behavior = new PlayerPlatformMovement<PlatformAction>(this, "player", cmap);
behavior.AccelX = (FPInt)0.5;
behavior.DecelX = (FPInt)0.25;
behavior.MinVelocityX = (FPInt)(-3);
behavior.MaxVelocityX = (FPInt)3;
behavior.AccelY = (FPInt)0.4;
behavior.MinVelocityY = -12;
behavior.MaxVelocityY = 12;
behavior.AccelStateY = PlatformAccelState.Accelerate;*/
//AddBehavior(behavior);
CircleMovement circle = new CircleMovement(this, new PointFP(300, 300), 150, 1);
AddBehavior(circle);
}