/// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Draw(GameTime gameTime)
        {
            screenManager.SpriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, null, null, screenManager.Scale);
            // TODO: Add your drawing code here


            if ((myTime > 60.0f) || deathApplied || victoryApplied)
            {
                //Levelkomponenten
                m_Background1.Draw(screenManager.SpriteBatch);
                m_Background2.Draw(screenManager.SpriteBatch);
                m_Background3.Draw(screenManager.SpriteBatch);
                m_Background4.Draw(screenManager.SpriteBatch);
                m_Background5.Draw(screenManager.SpriteBatch);

                player.Draw(ScreenManager.SpriteBatch);                                         //drawing the character
                levelEins.Draw(ScreenManager.SpriteBatch);                                      //draws the first level on the screen
                if (b_touchState == true)
                {
                    m_buttons.Draw(screenManager.SpriteBatch);
                }

                if (player.getCurrentPlayerWeapon() == screenManager.powerupSystem.laser)
                {
                    screenManager.SpriteBatch.DrawString(screenManager.Font, "Ammo: Infinite", new Vector2(5, 5), Color.Red);
                }
                else
                {
                    screenManager.SpriteBatch.DrawString(screenManager.Font, "Ammo: " + player.getCurrentPlayerWeapon().getAmmo(), new Vector2(5, 5), Color.Red);
                }

                screenManager.SpriteBatch.DrawString(screenManager.Font, "Points: " + player.getScore(), new Vector2(1500, 50), Color.Red);
                screenManager.SpriteBatch.DrawString(screenManager.Font, "Time: " + m_countdown, new Vector2(1500, 5), Color.Red);
            }
            else
            {
                if (!deathApplied)
                {
                    flyinghead.Draw(screenManager.SpriteBatch);
                    bouncingText.Draw(screenManager.SpriteBatch);
                }
            }

            screenManager.SpriteBatch.End();
            base.Draw(gameTime);
        }
        /// <summary>
        /// Zeichnet den Loadingscreen
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            if ((ScreenState == ScreenState.Active) &&
                (ScreenManager.GetScreens().Length == 1))
            {
                otherScreensAreGone = true;
            }

            if (loadingIsSlow)
            {
                SpriteBatch spriteBatch = ScreenManager.SpriteBatch;

                // Zeichnen des Textes
                spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, null, null, ScreenManager.Scale);
                head.Draw(spriteBatch);
                text.Draw(spriteBatch);
                spriteBatch.End();
            }
        }