/// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here
            if (InputHelper.MouseButtonDown(MouseButtons.left))
            {
                var b = new Bomb(Content.Load <Texture2D>("weapon"), InputHelper.MouseState.Position.ToVector2());
                b.CenterOrigin();
                bombs.Add(b);
            }

            if (InputHelper.GetKeyDown(Keys.Space))
            {
                for (int i = 0; i < bombs.Count; i++)
                {
                    bombs[i].Explode(level, Content.Load <Texture2D>("explosion"));
                }

                bombs = new List <Bomb>();
            }

            ComponentManegment.Instance.UpdateComponents(gameTime);
            InputHelper.Update();
            base.Update(gameTime);
        }