protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            AV.GetCurrentRoom().Update(gameTime);

            Player.Update(gameTime);

            camera.Follow(Player);

            SetDrawMode();

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

            base.Draw(gameTime);

            _spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, camera.Transform);

            switch (DrawMode)
            {
            case DrawMode.Game:
                AV.GetCurrentRoom().Draw(gameTime);
                Player.Draw(gameTime);
                break;

            case DrawMode.Map:
                AV.CurrentMap.Draw(gameTime);
                break;

            default:
                break;
            }
            _spriteBatch.End();
        }