public override void Update(float dt)
        {
            base.Update(dt);

            // Slow Down
            if (DefaultVelocityApplication)
            {
                if (Velocity.X != 0.0f && !IsMovingHorizontally())
                {
                    Velocity.X = Utils.StepTo(Velocity.X, 0.0f, Friction * dt);
                }
                else if (Velocity.X > SpeedMax)
                {
                    Velocity.X = Utils.StepTo(Velocity.X, SpeedMax, Friction * dt);
                }
                else if (Velocity.X < -SpeedMax)
                {
                    Velocity.X = Utils.StepTo(Velocity.X, -SpeedMax, Friction * dt);
                }

                if (Velocity.Y != 0.0f && !IsMovingVertically())
                {
                    Velocity.Y = Utils.StepTo(Velocity.Y, 0.0f, Friction * dt);
                }
                else if (Velocity.Y > SpeedMax)
                {
                    Velocity.Y = Utils.StepTo(Velocity.Y, SpeedMax, Friction * dt);
                }
                else if (Velocity.X < -SpeedMax)
                {
                    Velocity.Y = Utils.StepTo(Velocity.Y, -SpeedMax, Friction * dt);
                }
            }
            else
            {
                if (Velocity.X != 0 || Velocity.Y != 0)
                {
                    Velocity.X = Utils.StepTo(Velocity.X, 0.0f, Friction * dt);
                    Velocity.Y = Utils.StepTo(Velocity.Y, 0.0f, Friction * dt);
                }
                else
                {
                    if (!IsMoving())
                    {
                        MoveAngleVelocity = Utils.StepTo(MoveAngleVelocity, 0, Friction * dt);
                    }
                    else if (MoveAngleVelocity > SpeedMax)
                    {
                        MoveAngleVelocity = Utils.StepTo(MoveAngleVelocity, SpeedMax, Friction * dt);
                    }
                }
            }

            // Apply Velocity
            if (DefaultVelocityApplication || Velocity.X != 0 || Velocity.Y != 0)
            {
                Move(Velocity.X * dt, Velocity.Y * dt);
            }
            else
            {
                Move((float)Math.Cos(MoveAngle) * (MoveAngleVelocity * dt), (float)Math.Sin(MoveAngle) * (MoveAngleVelocity * dt));
            }
        }