/// <summary>
        /// Draws the menu entry. This can be overridden to customize the appearance.
        /// </summary>
        public virtual void Draw(MenuScreen screen, Vector2 position,
                                 bool isSelected, GameTime gameTime)
        {
            // Draw the selected entry in yellow, otherwise white.
            Color buttonColor = isSelected ? Color.OrangeRed : Color.WhiteSmoke;
            Color textColor = isSelected ? Color.Blue : Color.White;

            // Pulsate the size of the selected menu entry.
            double time = gameTime.TotalGameTime.TotalSeconds;

            float pulsate = (float)Math.Cos(time * 6) + 1;

            float scale = 1 + pulsate * 0.02f * selectionFade;

            // Modify the alpha to fade text out during transitions.
            textColor = new Color(textColor.R, textColor.G, textColor.B, screen.TransitionAlpha);
            buttonColor = new Color(buttonColor.R, buttonColor.G, buttonColor.B, screen.TransitionAlpha);

            // Draw text, centered on the middle of each line.
            ScreenManager screenManager = screen.ScreenManager;
            SpriteBatch spriteBatch = screenManager.SpriteBatch;
            SpriteFont font = screenManager.Font;

            Vector2 origin = new Vector2(0, font.LineSpacing / 2);

            switch (text)
            {
                case "New Game":
                    spriteBatch.Draw(MainMenuScreen.textNG, position, null, buttonColor, 0, origin, scale, SpriteEffects.None, 0);
                    break;
                case "Load Game":
                    spriteBatch.Draw(MainMenuScreen.textLG, position, null, buttonColor, 0, origin, scale, SpriteEffects.None, 0);
                    break;
                case "Options":
                    spriteBatch.Draw(MainMenuScreen.textOp, position, null, buttonColor, 0, origin, scale, SpriteEffects.None, 0);;
                    break;
                case "Credits":
                    spriteBatch.Draw(MainMenuScreen.textCr, position, null, buttonColor, 0, origin, scale, SpriteEffects.None, 0);
                    break;
                case "Exit":
                    spriteBatch.Draw(MainMenuScreen.textEx, position, null, buttonColor, 0, origin, scale, SpriteEffects.None, 0);
                    break;
                default:
                    break;
            }
        }
        /// <summary>
        /// Updates the menu entry.
        /// </summary>
        public virtual void Update(MenuScreen screen, bool isSelected,
                                                      GameTime gameTime)
        {
            // When the menu selection changes, entries gradually fade between
            // their selected and deselected appearance, rather than instantly
            // popping to the new state.
            float fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4;

            if (isSelected)
                selectionFade = Math.Min(selectionFade + fadeSpeed, 1);
            else
                selectionFade = Math.Max(selectionFade - fadeSpeed, 0);
        }
 /// <summary>
 /// Queries how much space this menu entry requires.
 /// </summary>
 public virtual int GetHeight(MenuScreen screen)
 {
     return screen.ScreenManager.Font.LineSpacing;
 }