protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            gameMap = new int[10, 10]
            {
                { 2, 1, 1, 1, 1, 1, 1, 1, 1, 2 },
                { 2, 0, 0, 0, 0, 0, 0, 0, 0, 2 },
                { 2, 0, 0, 0, 0, 0, 0, 0, 0, 2 },
                { 2, 0, 0, 0, 0, 0, 0, 0, 0, 2 },
                { 2, 0, 0, 0, 0, 0, 0, 0, 0, 2 },
                { 2, 0, 0, 0, 0, 0, 0, 0, 0, 2 },
                { 2, 0, 0, 0, 0, 0, 0, 0, 0, 2 },
                { 2, 0, 0, 0, 0, 0, 0, 0, 0, 2 },
                { 2, 0, 0, 0, 0, 0, 0, 0, 0, 2 },
                { 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }
            };

            BuildWorld.Build(gameMap);

            _graphics.PreferredBackBufferWidth  = 1500; // set this value to the desired width of your window
            _graphics.PreferredBackBufferHeight = 1000; // set this value to the desired height of your window
            _graphics.ApplyChanges();
            TargetElapsedTime = TimeSpan.FromSeconds(1 / 2.0f);



            base.Initialize();
        }
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            BuildWorld.Draw(_spriteBatch, gameMap, floor, shownWall, hiddenWall);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }