public override void HandleEvents(StateManager game, float dT)
        {
            //movement of player
            if (Keyboard.GetState ().IsKeyDown (Keys.D))
            {
                //player.CheckCollision
            }
            if (Keyboard.GetState ().IsKeyDown (Keys.P))
            {

            }

            //press left bumper on the controller to go back to the splash screen
            //if(GamePad.GetState(PlayerIndex.One).Buttons.LeftShoulder == ButtonState.Pressed)
            //{
            //	ChangeState(game, SplashState.GetInstance());
            //}

            //press space to change to SplashState
            if(InputHandler.confirmPressed && (!StateManager.spaceIsDown))
            {
                StateManager.spaceIsDown = true;
                //ChangeState(game, MenuState.GetInstance());
            }
            if (InputHandler.btnLeftShoulder)
                ChangeState(game, SplashState.GetInstance());
            if(!InputHandler.confirmPressed && StateManager.spaceIsDown)
            {
                StateManager.spaceIsDown = false;
            }
            //TODO: handle events here
        }
        public override void HandleEvents(StateManager game, float dT)
        {
            //press space to change to PlayState
            if(InputHandler.confirmPressed && (!StateManager.spaceIsDown))
            {
                AudioManager.PlaySound ("Audio\\select.wav");
                StateManager.spaceIsDown = true;
                if(btnNewGame.isSelected)
                {
                    ChangeState(game, PlayState.GetInstance());
                }
                if(btnHow.isSelected)
                {
                    ChangeState(game, HowState.GetInstance());
                }
                if (btnCredits.isSelected)
                {
                    ChangeState(game, CreditsState.GetInstance());
                }
                if(btnQuit.isSelected)
                {
                    Program.game.Quit();
                }
            }
            if(!InputHandler.confirmPressed && StateManager.spaceIsDown)
            {
                StateManager.spaceIsDown = false;
            }

            //change menu buttons
            if(InputHandler.downPressed && !changed)
            {
                AudioManager.PlaySound("Audio\\bip.wav");
                buttons[currentlySelectedButton++].Deselect();
                if(currentlySelectedButton >= buttons.Count)
                {
                    currentlySelectedButton = 0;
                }
                buttons[currentlySelectedButton].Select();
                changed = true;
            }
            if(InputHandler.upPressed && !changed)
            {
                AudioManager.PlaySound("Audio\\bip.wav");
                buttons[currentlySelectedButton--].Deselect();
                if (currentlySelectedButton < 0)
                {
                    currentlySelectedButton = buttons.Count - 1;
                }
                buttons[currentlySelectedButton].Select();
                changed = true;
            }
            if(!InputHandler.downPressed && !InputHandler.upPressed)
            {
                changed = false;
            }
            //TODO: handle events here
        }
 public override void Draw(StateManager game, float dT)
 {
     //draw stuff to the screen
     menuBG.Draw();
     foreach(Button btn in buttons)
     {
         btn.Draw();
     }
 }
        public override void Draw(StateManager game, float dT)
        {
            //draw stuff to the screen
            CurrentLevel.Draw();
            //playBG.Draw();
            //so draw your objects etc
            //CurrentLevel.Draw ();

            player.Draw();
        }
 public override void HandleEvents(StateManager game, float dT)
 {
     //press space to change to PlayState
     if(InputHandler.confirmPressed && (!StateManager.spaceIsDown))
     {
         AudioManager.PlaySound("Audio\\select.wav");
         StateManager.spaceIsDown = true;
         ChangeState(game, MenuState.GetInstance());
     }
     if(!InputHandler.confirmPressed && StateManager.spaceIsDown)
     {
         StateManager.spaceIsDown = false;
     }
 }
 public override void HandleEvents(StateManager game, float dT)
 {
     //press space to change to MenuState
     if(InputHandler.confirmPressed && (!StateManager.spaceIsDown))
     {
         StateManager.spaceIsDown = true;
         ChangeState(game, MenuState.GetInstance());
     }
     if(!InputHandler.confirmPressed && StateManager.spaceIsDown)
     {
         StateManager.spaceIsDown = false;
     }
     //TODO: handle events here
 }
 public override void Draw(StateManager game, float dT)
 {
     //draw stuff to the screen
     splashBG.Draw();
     CoinFall.Draw();
 }
 public override void Update(StateManager game, float dT)
 {
     splashBG.Update(dT);
     CoinFall.Update(dT);
 }
 public override void Update(StateManager game, float dT)
 {
     winBG.Update(dT);
 }
 public override void Draw(StateManager game, float dT)
 {
     //draw stuff to the screen
     winBG.Draw();
 }
 public abstract void Update(StateManager game, float dT);
 public abstract void HandleEvents(StateManager game, float dT);
 public abstract void Draw(StateManager game, float dT);
 public void ChangeState(StateManager game, AbstractState state)
 {
     game.ChangeState(state);
 }
        public override void Update(StateManager game, float dT)
        {
            CurrentLevel.Update(dT);

            player.Update(dT);

            playBG.Update(dT);
        }
 public abstract void LoadContent(StateManager game);
 public override void LoadContent(StateManager game)
 {
     //load the content for the splashstate
 }
 public override void Update(StateManager game, float dT)
 {
     creditsBG.Update(dT);
 }