/// <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();
            }


            drawTime += (float)gameTime.ElapsedGameTime.TotalSeconds;

            if (drawTime <= maxTime)
            {
                gameView.UpdateExplosion((float)gameTime.ElapsedGameTime.TotalSeconds);
                time += (float)gameTime.ElapsedGameTime.TotalSeconds;

                if (time >= (float)ss.ParticleLifeTime / (float)ss.MaxParticles)
                {
                    //gameView.UpdateSmoke((float)gameTime.ElapsedGameTime.TotalSeconds);
                    gameView.UpdateSmoke(drawTime);
                    time = 0;
                }
            }
            else
            {
                drawTime = 0;
                gameView.Initiate();
            }


            // TODO: Add your update logic here

            base.Update(gameTime);
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            spark       = Content.Load <Texture2D>("spark");
            smoke       = Content.Load <Texture2D>("particlesmoke");
            explosion   = Content.Load <Texture2D>("explosion");
            //Vector2 startPosition = new Vector2(graphics.GraphicsDevice.Viewport.Bounds.Width / 2.0f, graphics.GraphicsDevice.Viewport.Bounds.Height / 2.0f);
            camera = new Camera(graphics.GraphicsDevice.Viewport);
            Vector2 startPosition = new Vector2(0.5f, 0.5f);

            gameWindow = camera.GetGameWindow();
            gameView   = new GameController(spark, smoke, explosion, gameWindow, startPosition);
            ss         = new SmokeSystem();
            gameView.Initiate();


            // TODO: use this.Content to load your game content here
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            spark = Content.Load<Texture2D>("spark");
            smoke = Content.Load<Texture2D>("particlesmoke");
            explosion = Content.Load<Texture2D>("explosion");
            //Vector2 startPosition = new Vector2(graphics.GraphicsDevice.Viewport.Bounds.Width / 2.0f, graphics.GraphicsDevice.Viewport.Bounds.Height / 2.0f);
            camera = new Camera(graphics.GraphicsDevice.Viewport);
            Vector2 startPosition = new Vector2(0.5f, 0.5f);
            gameWindow = camera.GetGameWindow();
            gameView = new GameController(spark, smoke, explosion, gameWindow, startPosition);
             ss = new SmokeSystem();
             gameView.Initiate();

            // TODO: use this.Content to load your game content here
        }