public DeathCaveGame()
        {
            this.gv = new GameVars();
            strLevels = new List<string>();
            strLevels.Add("levels/00.lvl");
            strLevels.Add("levels/01.lvl");
            strLevels.Add("levels/02.lvl");
            strLevels.Add("levels/03.lvl");
            strLevels.Add("levels/04.lvl");
            strLevels.Add("levels/05.lvl");

            this.StartGame();

            this.StartRound();
        }
        /// <summary>
        /// Called when it is time to setup the next frame. Add you game logic here.
        /// </summary>
        /// <param name="e">Contains timing information for framerate independent logic.</param>
        public override void OnUpdateFrame(UpdateFrameEventArgs e)
        {
            InputEnum IE = new InputEnum();

            if (Joysticks.Count > 0)
            {
                if (Joysticks[0].Axis[1] > 0.2f)
                    IE |= InputEnum.Player1Up;

                if (Joysticks[0].Axis[1] < -0.2f)
                    IE |= InputEnum.Player1Down;

                if (Joysticks[0].Axis[0] < -0.2f)
                    IE |= InputEnum.Player1Left;

                if (Joysticks[0].Axis[0] > 0.2f)
                    IE |= InputEnum.Player1Right;

                if (Joysticks[0].Button[0])
                {
                    if (!this.spaceDown)
                    {
                        this.spaceDown = true;
                        IE |= InputEnum.Player1Fire;
                    }
                }
                else
                    this.spaceDown = false;
            }
            else
            {

                // Process held down keyboard inputs
                if (Keyboard[Key.Up])
                    IE |= InputEnum.Player1Up;

                if (Keyboard[Key.Down])
                    IE |= InputEnum.Player1Down;

                if (Keyboard[Key.Left] )
                    IE |= InputEnum.Player1Left;

                if (Keyboard[Key.Right])
                    IE |= InputEnum.Player1Right;

                if (Keyboard[Key.Space])
                {
                    if (!this.spaceDown)
                    {
                        this.spaceDown = true;
                        IE |= InputEnum.Player1Fire;
                    }
                }
                else
                    this.spaceDown = false;
            }

            gv = dcg.Process(IE, (float)e.Time);

            if (Keyboard[Key.Escape])
                Exit();
        }