public override void Move(BackgroundAccess Foreground)
        {
            float NewX = 0;
            float NewY = 0;

            if (this._FaceLeft)
            {
                this.VelocityX = 0.2f;
            }
            else
            {
                this.VelocityX = -0.2f;
            }

            if (Foreground.CheckPlatformCollision(this, this.VelocityX, 0, ref NewX, ref NewY) == false)
            {
                this.X = NewX;
            }

            if (Foreground.CheckPlatformCollision(this, 0, this.VelocityY, ref NewX, ref NewY) == false)
            {
                this.Y = NewY;
            }
            else
            {
                this.VelocityY = 0.0f;
            }

            //Decrease velocity acording to gravity
            if (this.VelocityY > -0.3f)
            {
                this.VelocityY -= 0.02f;
            }
        }
        private void MoveDown(BackgroundAccess Foreground)
        {
            float NewX = 0;
            float NewY = 0;

            if (this._State != PlayerState.ClimbDown)
            {
                if (Foreground.CheckPlatformCollision(this, 0.0f, this.VelocityY, ref NewX, ref NewY))
                {
                    this.IsOnGround = true;
                    this.VelocityY  = 0.0f;
                }
                else
                {
                    this.IsOnGround = false;
                }
                this.X = NewX;
                this.Y = NewY;
            }
            else
            {
                this.Y += this.VelocityY;
            }
        }