private static Goal LoadGoal(XmlElement node, ContentManager Content)
        {
            Vector2 position = new Vector2();
              position.X = Convert.ToInt16(node.Attributes["x"].Value);
              position.Y = Convert.ToInt16(node.Attributes["y"].Value);

              Goal goal = new Goal(Content.Load<Texture2D>("Texture/goal"), position);

              return goal;
        }
        //public EditableLevel(ContentManager content) {
        //  _platforms = new List<Platform>();
        //  _treasures = new List<Treasure>();
        //  _deathTraps = new List<DeathTrap>();
        //  _moveablePlatforms = new List<Platform>();
        //  _attempts = 4;
        //  _parTime = 1;
        //  _additionsAllowed = 30;
        //  typesAllowed = "RBHV";
        //  _ballTex = content.Load<Texture2D>("Texture/ball");
        //  Background = content.Load<Texture2D>("Texture/GameScreen");
        //  _custom = true;
        //}
        /// <summary>
        /// Constructs a EditableLevel object.
        /// </summary>
        /// <param name="level">The Level to use to create the simulation.</param>
        /// <param name="content">The ContentManager to use to load the ball texture.</param>
        public EditableLevel(Level level, ContentManager content)
        {
            // TODO: This clones the list, but references the same platforms.
              // If gameplay may modify properties of platforms (or the goal,
              // or the launcher), a deep copy is necessary instead.
              _platforms = new List<Platform>(level.Platforms);
              _treasures = new List<Treasure>(level.Treasures);
              _deathTraps = new List<DeathTrap>(level.DeathTraps);
              _goal = level.Goal;
              _launcher = level.Launcher;
              _moveablePlatforms = new List<Platform>();

              Name = level.Name;

              _attempts = level.Attempts;
              _parTime = level.ParTime;

              //hard coded amount of additions.
              _additionsAllowed = 3;

              Background = content.Load<Texture2D>("Texture/GameScreen");

              typesAllowed = level.AllowedPlatTypes;

              // Load the ball's texture and store it.
              _ballTex = content.Load<Texture2D>("Texture/ball");
              _custom = false;
              // Allow the user to interact with the simulation, and start the timer.
              // _currentState = SimulationState.Active;
        }
        /// <summary>
        /// Constructs a Simulation object.
        /// </summary>
        /// <param name="level">The Level to use to create the simulation.</param>
        /// <param name="content">The ContentManager to use to load the ball texture.</param>
        public Simulation(Level level, ContentManager content)
        {
            // TODO: This clones the list, but references the same platforms.
              // If gameplay may modify properties of platforms (or the goal,
              // or the launcher), a deep copy is necessary instead.
              _platforms = new List<Platform>(level.Platforms);
              _treasures = new List<Treasure>(level.Treasures);
              _deathTraps = new List<DeathTrap>(level.DeathTraps);
              _goal = level.Goal;
              _launcher = level.Launcher;
              _moveablePlatforms = new List<Platform>();

              _name = level.Name;

              // Initialize various stats.
              _startingAttempts = level.Attempts;
              _parTime = level.ParTime;
              _attemptsLeft = _startingAttempts;
              _collectedTreasures = 0;
              _bounces = 0;
              //hard coded amount of additions.
              _additionsAllowed = 3;

              Background = content.Load<Texture2D>("Texture/GameScreen");

              // Load the ball's texture and store it.
              _ballTex = content.Load<Texture2D>("Texture/ball");
              // Create the physics simulation.
              //InitWorld();

              // Allow the user to interact with the simulation, and start the timer.
              _currentState = SimulationState.Active;
              _elapsedTime = 0f;
        }