/// <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>
        /// 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

            MouseState newState = Mouse.GetState();

            if (newState.LeftButton == ButtonState.Pressed && oldMouseState.LeftButton == ButtonState.Released)
            {
                gameView.OnMouseClick((float)gameTime.ElapsedGameTime.TotalSeconds, new Vector2(newState.X, newState.Y));
            }

            oldMouseState = newState;

            gameView.UpdateExplosion((float)gameTime.ElapsedGameTime.TotalSeconds);

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

            if (time >= (float)smokeSystem.ParticleLifeTime / (float)smokeSystem.MaxParticles)
            {
                gameView.UpdateSmoke();
                time = 0;
            }

            base.Update(gameTime);
        }