/// <summary>
 /// Constructor for the level editor
 /// </summary>
 public EditScreen(Game game, SpriteBatch spriteBatch)
     : base(game, spriteBatch)
 {
     screenManager = (ScreenManager)game.Services.GetService(typeof(ScreenManager));
     this.spriteBatch = spriteBatch;
     brownTemplate = new DataTypes.TileData(0, 0, "Textures/brownBlock", DataTypes.CollisionType.Impassable);
     redTemplate = new DataTypes.TileData(0, 0, "Textures/redBlock", DataTypes.CollisionType.Impassable);
     greenTemplate = new DataTypes.TileData(0, 0, "Textures/greenBlock", DataTypes.CollisionType.Impassable);
     blueTemplate = new DataTypes.TileData(0, 0, "Textures/blueBlock", DataTypes.CollisionType.Impassable);
     tileTemplate = brownTemplate;
     tilemap = new List<DataTypes.TileData>();
 }
        /// <summary>
        /// Maps number keys to selection between the tile templates, and the 'S' key to requesting a save\
        /// Escapes to start screen if espace key is pressed
        /// </summary>
        private void handleKey()
        {
            keyboardState = Keyboard.GetState();

            if (CheckKey(Keys.D1))
            {
                tileTemplate = brownTemplate;
            }
            if (CheckKey(Keys.D2))
            {
                tileTemplate = redTemplate;
            }
            if (CheckKey(Keys.D3))
            {
                tileTemplate = blueTemplate;
            }
            if (CheckKey(Keys.D4))
            {
                tileTemplate = greenTemplate;
            }
            if (CheckKey(Keys.Back) || CheckKey(Keys.Delete))
            {
                tilemap.Clear();
            }
            if (CheckKey(Keys.S) && savingState == SavingState.NotSaving)
            {
                savingState = SavingState.ReadyToOpenStorageContainer;
            }
            if (CheckKey(Keys.Escape))
            {
                this.Hide();
                screenManager.activeScreen = screenManager.startScreen;
                screenManager.activeScreen.Show();
            }

            oldKeyboardState = keyboardState;
        }