/// <summary>
        /// Loads graphics content for this screen. This uses the shared ContentManager
        /// provided by the Game class, so the content will remain loaded forever.
        /// Whenever a subsequent MessageBoxScreen tries to load this same content,
        /// it will just get back another reference to the already loaded data.
        /// </summary>
        public override void LoadContent(ContentManager shared)
        {
            base.LoadContent(shared);

              _gradientTexture = shared.Load<Texture2D>("Texture/gradient");
              _font = shared.Load<SpriteFont>("Font/menufont");
              // Create the dictionaries and cache all the textures needed to draw each
              // platform in the toolbox.
              platformTextures = new Dictionary<Vector2, Texture2D>();
              breakablePlatformTextures = new Dictionary<Vector2, Texture2D>();

              foreach (Vector2 size in Platform.NormalPlatNames.Keys) {
            platformTextures.Add(size, shared.Load<Texture2D>(Platform.NormalPlatNames[size]));
              }
              foreach (Vector2 size in Platform.BreakablePlatNames.Keys) {
            breakablePlatformTextures.Add(size, shared.Load<Texture2D>(Platform.BreakablePlatNames[size]));
              }
              if (editableLevel.Custom) {
            deathTrap = new DeathTrap(shared.Load<Texture2D>("Texture/deathtrap"), new Vector2(200, 400));
            treasure = new Treasure(shared.Load<Texture2D>("Texture/treasure"), new Vector2(300, 400));
              }
        }
 private Boolean Intersects(Treasure t, Point ms)
 {
     if (Vector2.Distance(t.Center, new Vector2(ms.X, ms.Y))
         < Vector2.Distance(t.Center, t.Center + new Vector2(0, t.Width / 2))) {
     return true;
       }
       return false;
 }
        private static Treasure LoadTreasure(XmlElement node, ContentManager Content)
        {
            Vector2 position = new Vector2();
              position.X = Convert.ToInt16(node.Attributes["x"].Value);
              position.Y = Convert.ToInt16(node.Attributes["y"].Value);

              Treasure treasure = new Treasure(Content.Load<Texture2D>("Texture/treasure"), position);

              return treasure;
        }