/// <summary>
        /// Allows the game component to update itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Update(GameTime gameTime)
        {
            // TODO: Add your update code here
            //Elapsed time since last update
            float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds;


            //Input for update from analog stick
            GamePadState gamePad1State = GamePad.GetState(PlayerIndex.One);

            #region LeftStick
            Vector2 pacStickDir = Vector2.Zero;
            if (gamePad1State.ThumbSticks.Left.Length() > 0.0f)
            {
                pacStickDir    = gamePad1State.ThumbSticks.Left;
                pacStickDir.Y *= -1;      //Invert Y Axis

                float RotationAngle = (float)Math.Atan2(
                    gamePad1State.ThumbSticks.Left.X,
                    gamePad1State.ThumbSticks.Left.Y);

                PacManRotate = (float)MathHelper.ToDegrees(RotationAngle - (float)(Math.PI / 2));



                //Time corrected move. MOves PacMan By PacManDiv every Second
                //PacManLoc += ((PacManDir * (time / 1000)) * PacManSpeed);      //Simple Move PacMan by PacManDir
            }
            #endregion

            //Update for input from DPad
            #region DPad
            Vector2 PacManDPadDir = Vector2.Zero;
            if (gamePad1State.DPad.Left == ButtonState.Pressed)
            {
                //Orginal Position is Right so flip X
                PacManDPadDir += new Vector2(-1, 0);
            }
            if (gamePad1State.DPad.Right == ButtonState.Pressed)
            {
                //Original Position is Right
                PacManDPadDir += new Vector2(1, 0);
            }
            if (gamePad1State.DPad.Up == ButtonState.Pressed)
            {
                //Up
                PacManDPadDir += new Vector2(0, -1);
            }
            if (gamePad1State.DPad.Down == ButtonState.Pressed)
            {
                //Down
                PacManDPadDir += new Vector2(0, 1);
            }
            if (PacManDPadDir.Length() > 0)
            {
                //Angle in radians from vector
                float RotationAngleKey = (float)Math.Atan2(
                    PacManDPadDir.X,
                    PacManDPadDir.Y * -1);
                //Find angle in degrees
                PacManRotate = (float)MathHelper.ToDegrees(
                    RotationAngleKey - (float)(Math.PI / 2)); //rotated right already

                //Normalize NewDir to keep agled movement at same speed as horilontal/Vert
                PacManDPadDir = Vector2.Normalize(PacManDPadDir);


                //move the PacMan
                PacManLoc += ((PacManDPadDir * (time / 1000)) * PacManSpeed);      //Simple Move PacMan by PacManDir
            }
            #endregion

            //Update for input from Keyboard
#if !XBOX360
            #region KeyBoard
            KeyboardState keyboardState = Keyboard.GetState();

            Vector2 PacManKeyDir = new Vector2(0, 0);

            if (keyboardState.IsKeyDown(Keys.Left))
            {
                //Flip Horizontal

                PacManKeyDir += new Vector2(-1, 0);
            }
            if (keyboardState.IsKeyDown(Keys.Right))
            {
                //No new sprite Effects

                PacManKeyDir += new Vector2(1, 0);
            }
            if (keyboardState.IsKeyDown(Keys.Up))
            {
                PacManKeyDir += new Vector2(0, -1);
            }
            if (keyboardState.IsKeyDown(Keys.Down))
            {
                PacManKeyDir += new Vector2(0, 1);
            }
            if (PacManKeyDir.Length() > 0)
            {
                float RotationAngleKey = (float)Math.Atan2(
                    PacManKeyDir.X,
                    PacManKeyDir.Y * -1);

                PacManRotate = (float)MathHelper.ToDegrees(
                    RotationAngleKey - (float)(Math.PI / 2));

                //Normalize NewDir to keep agled movement at same speed as horilontal/Vert
                PacManKeyDir = Vector2.Normalize(PacManKeyDir);

                //PacManLoc += ((PacManKeyDir * (time / 1000)) * PacManSpeed);      //Simple Move PacMan by PacManDir
            }
            #endregion
#endif
            PacManDir = PacManKeyDir + PacManDPadDir + pacStickDir;
            if (PacManDir.Length() > 0)
            {
                PacManDir = Vector2.Normalize(PacManDir);
            }
            PacManLoc += ((PacManDir * (time / 1000)) * PacManSpeed);      //Simple Move PacMan by PacManDir

            //Keep PacMan On Screen
            if (PacManLoc.X > Game.GraphicsDevice.Viewport.Width - (Texture.Width / 2))
            {
                PacManLoc.X = Game.GraphicsDevice.Viewport.Width - (Texture.Width / 2);
            }
            if (PacManLoc.X < (Texture.Width / 2))
            {
                PacManLoc.X = (Texture.Width / 2);
            }

            if (PacManLoc.Y > Game.GraphicsDevice.Viewport.Height - (Texture.Height / 2))
            {
                PacManLoc.Y = Game.GraphicsDevice.Viewport.Height - (Texture.Height / 2);
            }

            if (PacManLoc.Y < (Texture.Height / 2))
            {
                PacManLoc.Y = (Texture.Height / 2);
            }



            base.Update(gameTime);
        }
        public void Update()
        {
            //Input for update from analog stick
            GamePadState gamePad1State = GamePad.GetState(PlayerIndex.One); //HACK hard coded player index

            #region LeftStick
            Vector2 pacStickDir = Vector2.Zero;
            if (gamePad1State.ThumbSticks.Left.Length() > 0.0f)
            {
                pacStickDir    = gamePad1State.ThumbSticks.Left;
                pacStickDir.Y *= -1;      //Invert Y Axis

                float RotationAngle = (float)Math.Atan2(
                    gamePad1State.ThumbSticks.Left.X,
                    gamePad1State.ThumbSticks.Left.Y);

                Rotate = (float)MathHelper.ToDegrees(RotationAngle - (float)(Math.PI / 2));
            }
            #endregion

            //Update for input from DPad
            #region DPad
            Vector2 PacManDPadDir = Vector2.Zero;
            if (gamePad1State.DPad.Left == ButtonState.Pressed)
            {
                //Orginal Position is Right so flip X
                PacManDPadDir += new Vector2(-1, 0);
            }
            if (gamePad1State.DPad.Right == ButtonState.Pressed)
            {
                //Original Position is Right
                PacManDPadDir += new Vector2(1, 0);
            }
            if (gamePad1State.DPad.Up == ButtonState.Pressed)
            {
                //Up
                PacManDPadDir += new Vector2(0, -1);
            }
            if (gamePad1State.DPad.Down == ButtonState.Pressed)
            {
                //Down
                PacManDPadDir += new Vector2(0, 1);
            }
            if (PacManDPadDir.Length() > 0)
            {
                //Angle in radians from vector
                float RotationAngleKey = (float)Math.Atan2(
                    PacManDPadDir.X,
                    PacManDPadDir.Y * -1);
                //Find angle in degrees
                Rotate = (float)MathHelper.ToDegrees(
                    RotationAngleKey - (float)(Math.PI / 2)); //rotated right already

                //Normalize NewDir to keep agled movement at same speed as horilontal/Vert
                PacManDPadDir = Vector2.Normalize(PacManDPadDir);
            }
            #endregion

            //Update for input from Keyboard
#if !XBOX360
            #region KeyBoard
            KeyboardState keyboardState = Keyboard.GetState();
            Vector2       PacManKeyDir  = new Vector2(0, 0);

            if (keyboardState.IsKeyDown(Keys.Left))
            {
                //Flip Horizontal
                PacManKeyDir += new Vector2(-1, 0);
            }
            if (keyboardState.IsKeyDown(Keys.Right))
            {
                //No new sprite Effects
                PacManKeyDir += new Vector2(1, 0);
            }
            if (keyboardState.IsKeyDown(Keys.Up))
            {
                PacManKeyDir += new Vector2(0, -1);
            }
            if (keyboardState.IsKeyDown(Keys.Down))
            {
                PacManKeyDir += new Vector2(0, 1);
            }
            if (PacManKeyDir.Length() > 0)
            {
                float RotationAngleKey = (float)Math.Atan2(
                    PacManKeyDir.X,
                    PacManKeyDir.Y * -1);

                Rotate = (float)MathHelper.ToDegrees(
                    RotationAngleKey - (float)(Math.PI / 2));

                //Normalize NewDir to keep agled movement at same speed as horilontal/Vert
                PacManKeyDir = Vector2.Normalize(PacManKeyDir);
            }
            #endregion
#endif
            Direction = PacManKeyDir + PacManDPadDir + pacStickDir;
            if (Direction.Length() > 0)
            {
                Direction = Vector2.Normalize(Direction);
            }
        }