public SuddenDeath(FinalBomber game, Point pos)
{
_gameRef = game;
_hasStarted = false;
_suddenDeathShadow = _gameRef.Content.Load<Texture2D>("Graphics/Sprites/suddenDeathShadow");
_suddenDeathWall = _gameRef.Content.Load<Texture2D>("Graphics/Sprites/edgeWall");
_currentPosition = pos;
_previousPosition = Point.Zero;
_timer = TimeSpan.Zero;
_moveTime = TimeSpan.FromSeconds(GameConfiguration.SuddenDeathWallSpeed);
_lookDirection = LookDirection.Right;
_mapSize = Config.MapSize;
//_mapSize = game.GamePlayScreen.World.Levels[game.GamePlayScreen.World.CurrentLevel].Size;
_visited = new bool[_mapSize.X, _mapSize.Y];
for (int i = 0; i < _mapSize.X; i++)
{
_visited[i, 0] = true;
_visited[i, _mapSize.Y - 1] = true;
}
for (int i = 0; i < _mapSize.Y; i++)
{
_visited[0, i] = true;
_visited[_mapSize.X - 1, i] = true;
}
// Map moving
_nextMapPosition = Vector2.Zero;
}