override public void update()
        {
            //Toggle the bounding box visibility
            if (FlxG.keys.justPressed(Microsoft.Xna.Framework.Input.Keys.B))
            {
                FlxG.showBounds = !FlxG.showBounds;
            }

            base.update();

            //Put the collide after base.update() to avoid flickering.
            //FlxU.collide(logo, tiles);

            // Overlap doesn't work on tile maps.
            //FlxU.overlap(logo, tiles, overlapped);

            if (tiles.overlaps(logo))
            {
                velValue  -= 20;
                logo.color = Color.Black;
                Console.WriteLine("Overlapped");
            }
            else
            {
                logo.color = Color.White;
            }


            double radians = Math.PI / 180 * logo.angle;

            double velocity_x = Math.Cos((float)radians);
            double velocity_y = Math.Sin((float)radians);

            //Console.WriteLine("degrees {0} radians {1} x {2} y {3}", velValue, radians, velocity_x, velocity_y);
            logo.velocity.X = velValue * (float)velocity_x * -1;
            logo.velocity.Y = velValue * (float)velocity_y * -1;



            if (FlxG.keys.A)
            {
                if (Math.Abs(logo.velocity.X) > 0.1f || Math.Abs(logo.velocity.Y) > 0.1f)
                {
                    if (FlxG.keys.SPACE)
                    {
                        logo.angle -= 5;
                    }
                    else
                    {
                        logo.angle -= 2;
                    }
                }
            }
            if (FlxG.keys.D)
            {
                if (Math.Abs(logo.velocity.X) > 0.1f || Math.Abs(logo.velocity.Y) > 0.1f)
                {
                    if (FlxG.keys.SPACE)
                    {
                        logo.angle += 5;
                    }
                    else
                    {
                        logo.angle += 2;
                    }
                }
            }
            if (FlxG.keys.W)
            {
                velValue += 15;
            }
            else
            {
                velValue -= 20;
            }

            if (velValue < 0)
            {
                velValue = 0;
            }
            if (FlxG.keys.S)
            {
                velValue -= 10;
            }
        }