public override void Build()
        {
            var defaultLayer = SceneMgr.GetScene("default")["default"];

            if (defaultLayer.CountEntities <CheckpointManager>() == 0)
            {
                // Checkpoint manager needs to be preserved, when map is deleted.
                // This is why it's created on a default layer.
                var checkpoint = new CheckpointManager(defaultLayer);
                checkpoint.MapName = TiledMap.Name;
            }
            else
            {
                var checkpoint = defaultLayer.FindEntity <CheckpointManager>();

                // If we are loading new map, reset checkpoint manager.
                if (checkpoint.MapName != TiledMap.Name)
                {
                    checkpoint.ResetForNewMap(TiledMap.Name);
                }
            }

            base.Build();

            // Putting a background.
            var l = MapScene.CreateLayer("backdrop");

            l.Priority = 10000;

            new Background(l);
            // Putting a background.
        }