/// <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);

            InGame.LoadContent(Content);
        }
        /// <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)
        {
            PlayerControls.CheckUniversalInput();

            switch (GameState)
            {
            //case GameStates.MainMenu:
            //    MainMenu.Update();
            //    break;


            case GameStates.InGame:
                InGame.Update(gameTime);
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }

            // End exits the game
            if (PlayerControls.Exit)
            {
                Exit();
            }

            if (PlayerControls.ToggleFullscreen)
            {
                graphics.IsFullScreen = !graphics.IsFullScreen;
                graphics.ApplyChanges();
            }


            base.Update(gameTime);
        }
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.White);

            spriteBatch.Begin();

            switch (GameState)
            {
            //case GameStates.MainMenu:
            //    MainMenu.Update();
            //    break;


            case GameStates.InGame:
                InGame.Draw(spriteBatch);
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }