/// <summary>
        /// Draws the outlines of active path nodes in the map based on their world position. Use this to debug any pathing problems.
        /// </summary>
        /// <param name="renderer">Renderer.</param>
        private void DrawActiveNodeCenters(Renderer renderer)
        {
            var pathNodes = tiledMap.GetActivePathNodes();

            foreach (var pathNode in pathNodes)
            {
                Vector projected1 = CoordinateHelper.WorldSpaceToScreenSpace(pathNode.Bounds.X, pathNode.Bounds.Y, CoordinateHelper.ScreenOffset, CoordinateHelper.ScreenProjectionType.Orthogonal);
                Vector projected2 = CoordinateHelper.WorldSpaceToScreenSpace(pathNode.Bounds.Right, pathNode.Bounds.Y, CoordinateHelper.ScreenOffset, CoordinateHelper.ScreenProjectionType.Orthogonal);
                Vector projected3 = CoordinateHelper.WorldSpaceToScreenSpace(pathNode.Bounds.X, pathNode.Bounds.Bottom, CoordinateHelper.ScreenOffset, CoordinateHelper.ScreenProjectionType.Orthogonal);
                Vector projected4 = CoordinateHelper.WorldSpaceToScreenSpace(pathNode.Bounds.Right, pathNode.Bounds.Bottom, CoordinateHelper.ScreenOffset, CoordinateHelper.ScreenProjectionType.Orthogonal);

                projected1 -= Camera.Position;
                projected2 -= Camera.Position;
                projected3 -= Camera.Position;
                projected4 -= Camera.Position;

                renderer.SetDrawColor(255, 8, 8, 255);

                Primitive.DrawLine(renderer, (int)projected1.X, (int)projected1.Y, (int)projected2.X, (int)projected2.Y);                 // top left to top right
                Primitive.DrawLine(renderer, (int)projected1.X, (int)projected1.Y, (int)projected3.X, (int)projected3.Y);                 // top left to bottom left
                Primitive.DrawLine(renderer, (int)projected2.X, (int)projected2.Y, (int)projected4.X, (int)projected4.Y);                 // top right to bottom right
                Primitive.DrawLine(renderer, (int)projected3.X, (int)projected3.Y, (int)projected4.X, (int)projected4.Y);                 // bottom left to bottom right

                //Primitive.DrawLine(renderer, pathNode.Bounds.X, pathNode.Bounds.Y, pathNode.Bounds.Right, pathNode.Bounds.Y);
                //Primitive.DrawLine(renderer, pathNode.Bounds.X, pathNode.Bounds.Y, pathNode.Bounds.X, pathNode.Bounds.Bottom);
                //Primitive.DrawLine(renderer, pathNode.Bounds.Right, pathNode.Bounds.Y, pathNode.Bounds.Right, pathNode.Bounds.Bottom);
                //Primitive.DrawLine(renderer, pathNode.Bounds.X, pathNode.Bounds.Bottom, pathNode.Bounds.Right, pathNode.Bounds.Bottom);
                renderer.SetDrawColor(0, 0, 0, 255);
            }
        }