Inheritance: HaxxitGameState
        public override void Update()
        {
            // To change a scene, just call one of these:
            // Mediator.Notify("haxxit.engine.state.change", this, new ChangeStateEventArgs(new OtherGameState()));
            // Mediator.Notify("haxxit.engine.state.push", this, new ChangeStateEventArgs(new OtherGameState()));
            // Mediator.Notify("haxxit.engine.state.pop", this, new EventArgs());

            if (tutorialPlayer.SpawnTutorial == true)
            {
                TutorialState new_state = new TutorialState(display_map_state);
                _mediator_manager.Notify("haxxit.engine.state.change", this, new ChangeStateEventArgs(new_state));
            }
            else if (tutorialPlayer.level2Tutorial == true)
            {
                TutorialState new_state = new TutorialState(display_map_state);
                _mediator_manager.Notify("haxxit.engine.state.change", this, new ChangeStateEventArgs(new_state));
            }

            _mediator_manager.Notify("haxxit.map.nodes.changed", this, new Haxxit.Maps.MapChangedEventArgs(spawns.Keys));

            foreach (DrawableRectangle spawn in spawns.Values)
            {
                spawn.Update();
            }

            finished_button.Update();
            leave_map_button.Update();
        }
 public override void OnFinishedClick(DrawableRectangle rectangle)
 {
     display_map_state.Map.FinishedSpawning();
     //UserMapGameState new_state = new UserMapGameState(user_map_state.Map);
     //MapPlayGameState new_state = new MapPlayGameState(display_map_state);
     if (tutorialPlayer.CurrentNode == "Node2")
     {
         MapPlayGameState new_state = new MapPlayGameState(display_map_state);
         _mediator_manager.Notify("haxxit.engine.state.change", this, new ChangeStateEventArgs(new_state));
     }
     else
     {
         TutorialState new_state = new TutorialState(display_map_state);
         _mediator_manager.Notify("haxxit.engine.state.change", this, new ChangeStateEventArgs(new_state));
     }
 }