title: Best way to handle texture loading and access across multiple classes in XNA?
body: <p>So I have a simple XNA project going on. Basically the question I have is how to handle texture loading and making sure there is proper access to those textures from other classes?</p>
  
  <p>For example, every tutorial I've seen, as well as what I can tell from the actual logic of XNA, you're supposed to load textures in the <code>LoadContent()</code> method. But let's say I have another class, <code>Level</code>, that needs its own unique set of textures, and within that I create an instance of my <code>Player</code> object, which also needs its own texture, and of course enemies and everything else.</p>
  
  <p>One way I could do it is just to load the textures needed for a particular class in its constructor, but for that I'd need to set up a new content manager or pass the content manager to each constructor, which seems both unwieldy and outside of what was intended.</p>
  
  <p>So when it comes to full-blown projects that aren't little tutorials that use 2 textures, what's the best way to implement loading them?</p>