/// <summary>
        /// Tile loading method, reads gleed2d xml-file and sorts out paths and textures
        /// </summary>
        protected void LoadTiles()
        {
            SpriteClasses.SpriteManager.Content = content;
            SpriteClasses.SpriteManager.Level = world;

            finalScore = new List<ArrayList>();

            using (Stream stream = TitleContainer.OpenStream("Content/Levels/level1.gleed")) //#1 change gere you level file path
            {
                XElement xml = XElement.Load(stream);
                level = LevelLoader.Load(xml);
            }

            tiles = new List<Tile>();
            pathTiles = new List<PathTile>();
            textures = new List<MyTexture>();

            //despawn = new SpriteClasses.BloodControl.BloodDespawner(world, content.Load<Texture2D>("Test/test"), new Vector2(0, 0), new Vector2(0, 0), 1, 1, 2f, 2f);

            #region update sprites switch/foreach

            foreach (Layer layer in level.Layers)
            {
                String layerName = layer.Properties.Name.ToString();
                switch (layerName)
                {
                    case "Collision":
                        {
                            foreach (LayerItem item in layer.Items)
                            {
                                if (item.Properties is PathItemProperties)
                                {
                                    PathItemProperties pathProperties = item.Properties as PathItemProperties;
                                    pathTile = new PathTile(pathProperties.LocalPoints, pathProperties.Position, world);
                                    pathTiles.Add(pathTile);
                                }
                                if (item.Properties is RectangleItemProperties)
                                {
                                    RectangleItemProperties pathProperties = item.Properties as RectangleItemProperties;
                                    tile = new Tile(TileCollision.Impassable, pathProperties.Width, pathProperties.Height, pathProperties.Position, pathProperties.Rotation, world);
                                    tiles.Add(tile);
                                }
                            }
                        }
                        break;
                    case "LevelTexture":
                        {
                            foreach (LayerItem item in layer.Items)
                            {
                                if (item.Properties is TextureItemProperties)
                                {
                                    TextureItemProperties textureProperties = item.Properties as TextureItemProperties;
                                    string filename = "Levels/" + Path.GetFileNameWithoutExtension(textureProperties.TexturePathRelativeToContentRoot); //3# change here your tile textures' file path
                                    Texture2D texture = content.Load<Texture2D>(filename);
                                    myTexture = new MyTexture(texture, textureProperties.Position, textureProperties.Rotation, textureProperties.Scale * Globals.GlobalScale, .071f);
                                    textures.Add(myTexture);
                                }
                            }
                        }
                        break;
                    case "Finish":
                        {
                            foreach (LayerItem item in layer.Items)
                            {
                                if (item.Properties is CircleItemProperties)
                                {
                                    CircleItemProperties textureProperties = item.Properties as CircleItemProperties;
                                    Body Ziel = BodyFactory.CreateCircle(world, ConvertUnits.ToSimUnits(textureProperties.Radius), 1.0f);
                                    Ziel.Position = new Vector2(ConvertUnits.ToSimUnits(textureProperties.Position.X), ConvertUnits.ToSimUnits(textureProperties.Position.Y));
                                    Ziel.IgnoreGravity = true;
                                    Ziel.CollidesWith = Category.Cat5;
                                    Ziel.OnCollision += collisionZiel;
                                }
                            }
                        }
                        break;
                    case "Flow":
                        {
                            foreach (LayerItem item in layer.Items)
                            {
                                if (item.Properties is TextureItemProperties)
                                {
                                    TextureItemProperties textureProperties = item.Properties as TextureItemProperties;
                                    velocityRectangles.Add(new VelocityRect(world, textureProperties.Position, textureProperties.Scale, textureProperties.Rotation, player));
                                }
                            }
                        }
                        break;
                    case "Plasma":
                        {
                            foreach (LayerItem item in layer.Items)
                            {
                                if (item.Properties is TextureItemProperties)
                                {
                                    kills_++;
                                    TextureItemProperties textureProperties = item.Properties as TextureItemProperties;
                                    Vector2 tempSpawn = textureProperties.Position;
                                    allCells.Add(SpriteClasses.SpriteManager.addPlasmaCell(tempSpawn, new Vector2(0, 0), 'd'));
                                }
                            }
                        }
                        break;
                    case "Player":
                        {
                            foreach (LayerItem item in layer.Items)
                            {
                                if (item.Properties is CircleItemProperties)
                                {
                                    CircleItemProperties textureProperties = item.Properties as CircleItemProperties;
                                    Vector2 tempSpawn = textureProperties.Position;
                                    player = SpriteClasses.SpriteManager.addPlayerCell(tempSpawn);
                                    allCells.Add(player);

                                }
                            }
                        }
                        break;
                    case "Makrophage":
                        {
                            foreach (LayerItem item in layer.Items)
                            {
                                if (item.Properties is TextureItemProperties)
                                {
                                    TextureItemProperties textureProperties = item.Properties as TextureItemProperties;
                                    Vector2 tempSpawn = textureProperties.Position;
                                    allCells.Add(SpriteClasses.SpriteManager.addMakrophageCell(tempSpawn, new Vector2(0, 0)));
                                }
                            }
                        }
                        break;
                    case "Helper":
                        {
                            foreach (LayerItem item in layer.Items)
                            {
                                if (item.Properties is TextureItemProperties)
                                {
                                    kills_++;
                                    TextureItemProperties textureProperties = item.Properties as TextureItemProperties;
                                    Vector2 tempSpawn = textureProperties.Position;
                                    allCells.Add(SpriteClasses.SpriteManager.addHilferCell(tempSpawn, new Vector2(0, 0)));
                                }
                            }
                        }
                        break;
                    case "Monozyt":
                        {
                            foreach (LayerItem item in layer.Items)
                            {
                                if (item.Properties is TextureItemProperties)
                                {
                                    TextureItemProperties textureProperties = item.Properties as TextureItemProperties;
                                    Vector2 tempSpawn = textureProperties.Position;
                                    allCells.Add(SpriteClasses.SpriteManager.addMonozytCell(tempSpawn, new Vector2(0, 0)));
                                }
                            }
                        }
                        break;
                    case "BloodSpawner":
                        {
                            foreach (LayerItem item in layer.Items)
                            {
                                if (item.Properties is TextureItemProperties)
                                {
                                    TextureItemProperties textureProperties = item.Properties as TextureItemProperties;
                                    Vector2 tempSpawn = textureProperties.Position;
                                    float tempScale = textureProperties.Scale.X;
                                    tempScale += textureProperties.Scale.Y;
                                    tempScale /= 2f;
                                    SpriteClasses.BloodControl.BloodSpawner tempBS = new SpriteClasses.BloodControl.BloodSpawner(tempSpawn, textureProperties.Rotation, 70, 17.5f, tempScale);
                                    tempBS.nameForLevel = textureProperties.Name;
                                    allCells.Add(tempBS);
                                }
                            }
                        }
                        break;
                    case "BloodCellDespawner":
                        {
                            foreach (LayerItem item in layer.Items)
                            {
                                if (item.Properties is TextureItemProperties)
                                {
                                    TextureItemProperties textureProperties = item.Properties as TextureItemProperties;
                                    Vector2 tempSpawn = textureProperties.Position;
                                    float tempScale = textureProperties.Scale.X;
                                    tempScale += textureProperties.Scale.Y;
                                    tempScale /= 2f;
                                    SpriteClasses.BloodControl.BloodDespawner tempBS = SpriteClasses.SpriteManager.addBloodDespawner(tempSpawn, textureProperties.Rotation, tempScale);
                                    tempBS.nameForLevel = textureProperties.Name;
                                    allCells.Add(tempBS);
                                }
                            }
                        }
                        break;
                    case "Gefecht":
                        {
                            foreach (LayerItem item in layer.Items)
                            {
                                if (item.Properties is TextureItemProperties)
                                {
                                    TextureItemProperties textureProperties = item.Properties as TextureItemProperties;
                                    float tempScale = textureProperties.Scale.X;
                                    tempScale += textureProperties.Scale.Y;
                                    tempScale /= 2f;
                                    Vector2 tempSpawn = textureProperties.Position;
                                    SpriteClasses.Valves.Gefecht tempGef = SpriteClasses.SpriteManager.addGefecht(tempSpawn, textureProperties.Rotation, tempScale);
                                    tempGef.nameForLevel = textureProperties.Name;

                                    allCells.Add(tempGef);
                                }
                            }
                        }
                        break;
                    case "Collection":
                        {
                            foreach (LayerItem item in layer.Items)
                            {
                                if (item.Properties is TextureItemProperties)
                                {
                                    collected_++;
                                    TextureItemProperties textureProperties = item.Properties as TextureItemProperties;
                                    Vector2 tempSpawn = textureProperties.Position;
                                    allCells.Add(SpriteClasses.SpriteManager.addCollectCell(tempSpawn, new Vector2(0, 0)));
                                }
                            }
                        }
                        break;
                    case "Nerve":
                        {
                            foreach (LayerItem item in layer.Items)
                            {
                                if (item.Properties is TextureItemProperties)
                                {
                                    TextureItemProperties textureProperties = item.Properties as TextureItemProperties;
                                    Vector2 tempSpawn = textureProperties.Position;
                                    SpriteClasses.NPCSprites.NerveCell tempNerve = SpriteClasses.SpriteManager.addNerveCell(tempSpawn, textureProperties.Rotation);
                                    tempNerve.nameForLevel = textureProperties.Name;
                                    allCells.Add(tempNerve);
                                }
                            }
                        }
                        break;
                    case "Trigger":
                        {
                            foreach (LayerItem item in layer.Items)
                            {
                                if (item.Properties is TextureItemProperties)
                                {
                                    TextureItemProperties textureProperties = item.Properties as TextureItemProperties;
                                    Vector2 tempSpawn = textureProperties.Position;
                                    SpriteClasses.NPCSprites.TriggerCell tempTrigg = SpriteClasses.SpriteManager.addTriggerCell(tempSpawn, textureProperties.Rotation);
                                    tempTrigg.nameForLevel = textureProperties.Name;
                                    allCells.Add(tempTrigg);
                                }
                            }
                        }
                        break;
                    default:
                        break;

                }
            }

            #endregion

            paralaxBG = new SpriteClasses.Parallax.Background(Content.Load<Texture2D>("Levels/level1_bg"), 20f);
            bloodBG = new SpriteClasses.Parallax.Prop(Content.Load<Texture2D>("Images/BGs/bloodcellparalax"), new Vector2(-1000, 1000), new Vector2(1, -3), 150f, 'R', 1f);
            bloodBG2 = new SpriteClasses.Parallax.Prop(Content.Load<Texture2D>("Images/BGs/bloodcellparalax"), new Vector2(-2000, -2000), new Vector2(3, 2), 80f, 'B', .7f);
            bloodBG3 = new SpriteClasses.Parallax.Prop(Content.Load<Texture2D>("Images/BGs/bloodcellparalax"), new Vector2(1000, 1000), new Vector2(-4, -1), 700f, 'W', 3f);
            veinBG = new SpriteClasses.Parallax.Prop(Content.Load<Texture2D>("Images/BGs/venesParalax"), new Vector2(-1100, -500), new Vector2(0, 0), 50f, 'F', 2f);
            veinBG.Rotation = (float)(2.0 / Math.PI);

            alarm = new SpriteClasses.alarmSprite(world, Content.Load<Texture2D>("Images/alarm"), new Vector2(0, 0), new Vector2(0, 0), 4, 1);
            fadingTest = SpriteClasses.SpriteManager.addFadingSprite();

            allCells.Add(paralaxBG);
            allCells.Add(bloodBG);
            allCells.Add(veinBG);
            allCells.Add(bloodBG2);
            allCells.Add(alarm);
            allCells.Add(bloodBG3);
            allCells.Add(fadingTest);
        }
        /// <summary>
        /// Tile loading method, reads gleed2d xml-file and sorts out paths and textures
        /// </summary>
        protected void LoadTiles()
        {
            Vector2 playerSpawn = new Vector2(0, 0);

            using (Stream stream = TitleContainer.OpenStream("Content/Levels/level1.gleed")) //#1 change gere you level file path
            {
                XElement xml = XElement.Load(stream);
                level = LevelLoader.Load(xml);
            }

            tiles = new List<Tile>();
            pathTiles = new List<PathTile>();
            textures = new List<MyTexture>();

            foreach (Layer layer in level.Layers)
            {
                if (layer.Properties.Name.Equals("Collision")) //2# change here your layer's name
                {
                    foreach (LayerItem item in layer.Items)
                    {
                        if (item.Properties is PathItemProperties)
                        {
                            PathItemProperties pathProperties = item.Properties as PathItemProperties;
                            pathTile = new PathTile(pathProperties.LocalPoints, pathProperties.Position, world);
                            pathTiles.Add(pathTile);
                        }
                        if (item.Properties is RectangleItemProperties)
                        {
                            RectangleItemProperties pathProperties = item.Properties as RectangleItemProperties;
                            tile = new Tile(TileCollision.Impassable, pathProperties.Width, pathProperties.Height, pathProperties.Position, pathProperties.Rotation, world);
                            tiles.Add(tile);
                        }
                    }
                }

                if (layer.Properties.Name.Equals("Textures"))
                {
                    foreach (LayerItem item in layer.Items)
                    {
                        if (item.Properties is TextureItemProperties)
                        {
                            TextureItemProperties textureProperties = item.Properties as TextureItemProperties;
                            string filename = "Levels/" + Path.GetFileNameWithoutExtension(textureProperties.TexturePathRelativeToContentRoot); //3# change here your tile textures' file path
                            Texture2D texture = content.Load<Texture2D>(filename);
                            myTexture = new MyTexture(texture, textureProperties.Position, textureProperties.Rotation, textureProperties.Scale);
                            textures.Add(myTexture);
                        }
                    }
                }

                if (layer.Properties.Name.Equals("Player"))
                {
                    foreach (LayerItem item in layer.Items)
                    {
                        if (item.Properties is CircleItemProperties)
                        {
                            CircleItemProperties textureProperties = item.Properties as CircleItemProperties;
                            playerSpawn = textureProperties.Position;
                        }
                    }
                }

                if (layer.Properties.Name.Equals("Collectibles"))
                {
                    foreach (LayerItem item in layer.Items)
                    {
                        if (item.Properties is CircleItemProperties)
                        {
                            CircleItemProperties textureProperties = item.Properties as CircleItemProperties;
                            collectibles.Add(new SpriteClasses.CollectCell(world, Content.Load<Texture2D>("Images/collectible2 Kopie"), new Vector2(textureProperties.Position.X, textureProperties.Position.Y), new Vector2(0, 0), 12, 1));
                        }
                    }
                }

                if (layer.Properties.Name.Equals("Path"))
                {
                    foreach (LayerItem item in layer.Items)
                    {
                        if (item.Properties is TextureItemProperties)
                        {
                            TextureItemProperties textureProperties = item.Properties as TextureItemProperties;
                            velocityRectangles.Add(new VelocityRect(world, textureProperties.Position, textureProperties.Scale, textureProperties.Rotation, player));
                        }
                    }
                }
            }

            player = new SpriteClasses.PlayerSprite(world, Content.Load<Texture2D>("Test/anim_sp"), playerSpawn, new Vector2(0, 0), 4, 1);
            blood = new SpriteClasses.NPCSprites.MakrophageCell(world, Content.Load<Texture2D>("Test/enemyspritesheet"), new Vector2(-900, -600), new Vector2(0, 0), 5, 2);

            helper = new SpriteClasses.NPCSprites.HilferCell(world, Content.Load<Texture2D>("Images/helferzelle_alarm"), new Vector2(200, 200), new Vector2(0, 0), 4, 1);
            monozyt = new SpriteClasses.NPCSprites.MonozytCell(world, Content.Load<Texture2D>("Images/monozyt spritesheet"), new Vector2(400, 200), new Vector2(0, 0), 14, 1);
            plasma = new SpriteClasses.NPCSprites.PlasmaCell(world, Content.Load<Texture2D>("Images/plasmacellmoving spritesheet"), new Vector2(400, 300), new Vector2(0, 0), 8, 1);

            //upper
            nerve1 = new SpriteClasses.NPCSprites.NerveCell(world, Content.Load<Texture2D>("Test/nerve"), new Vector2(-935, 625), new Vector2(0, 0), 4, 2, "toggle");
            nerve1.rotation = 1f;

            //lower
            nerve2 = new SpriteClasses.NPCSprites.NerveCell(world, Content.Load<Texture2D>("Test/nerve"), new Vector2(550, -250), new Vector2(0, 0), 4, 2, "toggle");
            nerve2.rotation = (float)Math.PI;

            for (int i = 0; i < collectibles.Count; i++)
                collectibles[i].body.OnCollision += collectCoin;

            //lower spawner
            bloodSpawn1 = new Spawner(Content, 50, .04f, new Vector2(-1100, -33), new Vector2(4.5f, 3f), "bloodcell");

            //upper spawner
            bloodSpawn2 = new Spawner(Content, 50, .04f, new Vector2(1030, -630), new Vector2(-4.5f, 3f), "bloodcell");

            player.setupAttack(Content);
        }