public override void Update()
        {
            if (!Game.InGame)
            {
                return;
            }

            //Update label Map's Name
            if (!MapName.Visible)
            {
                MapName.Visible = true;
            }
            if (ShowMapNameCounter < ShowMapNameTime)
            {
                ShowMapNameCounter += Game.ElapsedGameTime;
                if (ShowMapNameCounter >= ShowMapNameTime)
                {
                    ShowMapNameCounter = 0;
                    ShowMapNameTime    = 0;
                    UPorDOWN           = 1;
                    MapName.Location   = new Point(MapName.Location.X, -MapName.Height - 2);
                }
                MapNameMoveCounter += Game.ElapsedGameTime;
                if (MapNameMoveCounter >= MapNameMoveInterval)
                {
                    MapNameMoveCounter = 0;
                    MapName.Location   = new Point(MapName.Location.X, MapName.Location.Y + UPorDOWN * (MapName.Height + 20) * MapNameMoveInterval / 1000);
                    if (MapName.Location.Y >= 20)
                    {
                        if (ShowMapNameCounter >= ShowMapNameTime - 2000)
                        {
                            UPorDOWN = -1;
                        }
                        else
                        {
                            UPorDOWN = 0;
                        }
                    }
                }
            }

            //Update tọa độ của Screen theo tọa độ của Player
            if (Game.EditorMode)
            {
                Globals.Editor.DoMouseIsDown();
                Game.Move();
                Game.Player.CurPos.X = Game.ScreenX + Game.PlayerInScreen.X;
                Game.Player.CurPos.Y = Game.ScreenY + Game.PlayerInScreen.Y;
                Game.Player.OffSet.X = Game.ScreenOffsetX;
                Game.Player.OffSet.Y = Game.ScreenOffsetY;
            }
            else
            {
                if (Active)
                {
                    Game.Player.Move();
                }
                Game.SetScreenByPlayerPos();
            }

            //Update Skills
            SkillManager.Update();

            if (Game.World != null)
            {
                //Update arts của skills
                for (int i = 0; i < Game.World.BeforeCharArts.Count; i += 1)
                {
                    if (Game.World.BeforeCharArts[i].remove)
                    {
                        Game.World.BeforeCharArts.RemoveAt(i);
                        i -= 1;
                    }
                    else
                    {
                        Game.World.BeforeCharArts[i].Update();
                    }
                }
                for (int i = 0; i < Game.World.AfterCharArts.Count; i += 1)
                {
                    if (Game.World.AfterCharArts[i].remove)
                    {
                        Game.World.AfterCharArts.RemoveAt(i);
                        i -= 1;
                    }
                    else
                    {
                        Game.World.AfterCharArts[i].Update();
                    }
                }

                //Update Missile trong map
                for (int i = 0; i <= Game.World.MissileList.Count - 1; i += 1)
                {
                    if (Game.World.MissileList[i].remove)
                    {
                        Game.World.MissileList.RemoveAt(i);
                        i -= 1;
                    }
                    else
                    {
                        Game.World.MissileList[i].Update();
                    }
                }

                //Update Item
                Item.UpdateList();

                //Chạy hàm Act của quái, trừ khi là đang trong Map Editor
                if (Game.EditorMode == false)
                {
                    foreach (Character c in Game.World.MapChar)
                    {
                        c.Act();
                    }
                }

                //Remove những char trong diedChar ra khỏi MapChar
                foreach (Character c in Game.World.DiedChar)
                {
                    Game.World.MapChar.Remove(c);
                }
                Game.World.DiedChar.Clear();

                //Add char mới vào MapChar
                foreach (Character c in Game.World.NewChar)
                {
                    Game.World.MapChar.Add(c);
                }
                Game.World.NewChar.Clear();
            }
        }