/// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState( ).IsKeyDown(Keys.Escape))
            {
                Exit( );
            }

            MouseState    MouseState    = Mouse.GetState( );
            KeyboardState KeyboardState = Keyboard.GetState( );

            MousePreviousPosition = MousePosition;
            MousePosition         = MouseState.Position;
            if (MouseState.RightButton == ButtonState.Pressed)
            {
                Cam.Position = Cam.Position + (MousePreviousPosition - MousePosition).Vector2( ) / Cam.Scale;
            }

            Vector2 MouseWorldPosition = MousePosition.Vector2( ) / Cam.Scale + Cam.Position;

            SelectedMap   = MouseWorldPosition.FloorToPoint( ) / MAP_SIZE;
            SelectedPoint = MouseWorldPosition.FloorToPoint( ).Mod(MAP_SIZE);
            if (MouseWorldPosition.X < 0)
            {
                SelectedMap.X  -= 1;
                SelectedPoint.X = MAP_SIZE.X + SelectedPoint.X;
            }
            if (MouseWorldPosition.Y < 0)
            {
                SelectedMap.Y  -= 1;
                SelectedPoint.Y = MAP_SIZE.Y + SelectedPoint.Y;
            }

            if (KeyboardState.IsKeyDown(Keys.D1))
            {
                CurrentValue = Map.WALL;
            }
            else if (KeyboardState.IsKeyDown(Keys.D2))
            {
                CurrentValue = Map.LEFT_SHELF;
            }
            else if (KeyboardState.IsKeyDown(Keys.D3))
            {
                CurrentValue = Map.RIGHT_SHELF;
            }
            else if (KeyboardState.IsKeyDown(Keys.Tab))
            {
                CurrentValue = Map.EMPTY;
            }

            if (MouseState.LeftButton == ButtonState.Pressed)
            {
                { // TODO: Refactor and optimize this code-block later
                    while (SelectedMap.X < 0)
                    {
                        Map[][] newMaps = SimpleUtils.Create2DArray <Map>((uint)Maps.Length + 1, (uint)Maps[0].Length, null);
                        for (uint i = 0; i < Maps.Length; i++)
                        {
                            for (uint j = 0; j < Maps[0].Length; j++)
                            {
                                newMaps[i + 1][j] = Maps[i][j];
                            }
                        }
                        for (uint y = 0; y < newMaps[0].Length; y++)
                        {
                            newMaps[0][y] = new Map(MAP_SIZE);
                        }
                        Maps              = newMaps;
                        Cam.Position     += new Vector2(MAP_SIZE.X, 0f);
                        SelectedMap.X    += 1;
                        PlayerPosition.X += MAP_SIZE.X;
                    }
                    while (SelectedMap.Y < 0)
                    {
                        Map[][] newMaps = SimpleUtils.Create2DArray <Map>((uint)Maps.Length, (uint)Maps[0].Length + 1, null);
                        for (uint i = 0; i < Maps.Length; i++)
                        {
                            for (uint j = 0; j < Maps[0].Length; j++)
                            {
                                newMaps[i][j + 1] = Maps[i][j];
                            }
                        }
                        for (uint x = 0; x < newMaps.Length; x++)
                        {
                            newMaps[x][0] = new Map(MAP_SIZE);
                        }
                        Maps              = newMaps;
                        Cam.Position     += new Vector2(0f, MAP_SIZE.Y);
                        SelectedMap.Y    += 1;
                        PlayerPosition.Y += MAP_SIZE.X;
                    }
                    while (SelectedMap.X >= Maps.Length)
                    {
                        Map[][] newMaps = SimpleUtils.Create2DArray <Map>((uint)Maps.Length + 1, (uint)Maps[0].Length, null);
                        for (uint i = 0; i < Maps.Length; i++)
                        {
                            for (uint j = 0; j < Maps[0].Length; j++)
                            {
                                newMaps[i][j] = Maps[i][j];
                            }
                        }
                        for (uint y = 0; y < newMaps[0].Length; y++)
                        {
                            newMaps[Maps.Length][y] = new Map(MAP_SIZE);
                        }
                        Maps = newMaps;
                    }
                    while (SelectedMap.Y >= Maps[0].Length)
                    {
                        Map[][] newMaps = SimpleUtils.Create2DArray <Map>((uint)Maps.Length, (uint)Maps[0].Length + 1, null);
                        for (uint i = 0; i < Maps.Length; i++)
                        {
                            for (uint j = 0; j < Maps[0].Length; j++)
                            {
                                newMaps[i][j] = Maps[i][j];
                            }
                        }
                        for (uint x = 0; x < newMaps.Length; x++)
                        {
                            newMaps[x][Maps[0].Length] = new Map(MAP_SIZE);
                        }
                        Maps = newMaps;
                    }
                }
                Point pos = SelectedMap * MAP_SIZE + SelectedPoint;
                if (!pos.Equals(PlayerPosition) &&
                    !pos.Equals(PlayerPosition + new Point(0, 1)))
                {
                    Maps[SelectedMap.X][SelectedMap.Y][(uint)SelectedPoint.X, (uint)SelectedPoint.Y] = CurrentValue;
                }
            }

            if (KeyboardState.IsKeyDown(Keys.S) && !PreviousKeyboardState.IsKeyDown(Keys.S))
            {
                Map mapToSave = Map.ConvertToBig(Maps);
                WinUtils.Save(mapToSave, PlayerPosition);
            }

            if (KeyboardState.IsKeyDown(Keys.O) && !PreviousKeyboardState.IsKeyDown(Keys.O))
            {
                Tuple <Map, Point> mapToLoad = WinUtils.LoadMap( );
                Maps           = Map.ConvertFromBig(mapToLoad.Item1, MAP_SIZE);
                PlayerPosition = mapToLoad.Item2;
                Cam.Position   = PlayerPosition.ToVector2( ) - new Vector2(
                    Graphics.PreferredBackBufferWidth / Cam.Scale.X / 2,
                    Graphics.PreferredBackBufferHeight / Cam.Scale.Y / 2);
            }

            PreviousKeyboardState = KeyboardState;

            base.Update(gameTime);
        }