public void Shooting(
            Bullet bullet, GameTime gameTime, bool isPlayerTurnedRight, 
            int leftBound, int rightBound)
        {
            this.mouseState = Mouse.GetState();            

            if (this.isShooting)
            {
                if (this.isBulletDirectionRight)
                {
                    bullet.XPosition += this.bulletVelocity;                    
                }
                else
                {
                    bullet.XPosition -= this.bulletVelocity;
                }
                
                if ((bullet.XPosition > rightBound) ||
                    (bullet.XPosition < leftBound))
                {                    
                    this.isShooting = false;
                }
            }
            else
            {
                if (this.mouseState.LeftButton == ButtonState.Pressed)
                {
                    this.isShooting = true;

                    if (isPlayerTurnedRight)
                    {
                        this.isBulletDirectionRight = true;
                    }
                    else
                    {
                        this.isBulletDirectionRight = false;
                    }
                }
            }

            this.bullet = bullet;
        }
        /// <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)
        {
            this.keyboardState = Keyboard.GetState();

            // Allows the game to exit
            if (this.keyboardState.IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            this.player.Update();
            this.playerAbilities.Update();

            // Move left
            this.player.MoveLeft(gameTime, this.controllersSettings.MoveLeftKey);
            if (this.player.IsMovingLeft)
            {
                // Load new texture depending on the direction of player
                Texture2D newPlayerTexture = this.Content.Load<Texture2D>("Player/PlayerTurnedLeft");
                this.player.ChangeTexture = newPlayerTexture;

                MoveBakgroundRight(gameTime);
                MoveObjectRight(this.initializeFirstLevel.BackgroundObjects, gameTime, BACKGROUND_SLIDING_VELOCITY);
            }

            // Move right
            this.player.MoveRight(gameTime, this.controllersSettings.MoveRightKey);
            if (this.player.IsMovingRight)
            {
                // Load new texture depending on the direction of player
                Texture2D newPlayerTexture = this.Content.Load<Texture2D>("Player/PlayerTurnedRight");
                this.player.ChangeTexture = newPlayerTexture;

                MoveBakgroundLeft(gameTime);
                MoveObjectsLeft(this.initializeFirstLevel.BackgroundObjects, gameTime, BACKGROUND_SLIDING_VELOCITY);
            }

            // Shooting   
            if ((this.player.IsTurnedRight) &&
                (!this.isPlayerShooting))
            {
                Texture2D bulletTexture = Content.Load<Texture2D>("Bullets/bullet_right");
                Vector2 bulletPosition = new Vector2(this.player.XPosition + this.player.Width - 87, this.player.YPosition + MUZZLE_OF_GUN_POSITION);
                this.bullet = new Bullet(bulletTexture, bulletPosition);
            }
            else if (!this.isPlayerShooting)
            {
                Texture2D bulletTexture = Content.Load<Texture2D>("Bullets/bullet_left");
                Vector2 bulletPosition = new Vector2(this.player.XPosition, this.player.YPosition + MUZZLE_OF_GUN_POSITION);
                this.bullet = new Bullet(bulletTexture, bulletPosition);
            }

            if (this.bullet != null)
            {
                this.playerAbilities.Shooting(bullet, gameTime, this.player.IsTurnedRight, 0, this.windowWidth);
                this.isPlayerShooting = this.playerAbilities.IsShooting;
            }

            // Jumping       
            this.isPlayerJumping = IsPlayerJumping(gameTime, this.controllersSettings.JumpKey);
            
            //this.playerAbilities.Jumping(gameTime, this.controllersSettings.JumpKey);
            //if (this.playerAbilities.IsJumping)
            if (this.isPlayerJumping)
            {
                this.jumpingVelocity = JUMPING_VELOCITY;
                this.isGravityOn = true;
                this.isPlayerOnGround = false;
                this.timer = (float)gameTime.ElapsedGameTime.TotalSeconds;
                //    if (this.player.BoundingBox.Bottom > this.floor.BoundingBox.Top)
                //    {
                //        this.player.Position = new Vector2(
                //            this.windowCenter - (this.player.Width / 2), 
                //            this.floor.BoundingBox.Top - this.player.Height);
                //        this.playerAbilities.IsJumping = false;
                //    }
            }

            CollisionDetectionPerPixel(gameTime);

            if ((float)gameTime.ElapsedGameTime.TotalSeconds > this.timer + 1)
            {
                if (!this.isPlayerJumping)
                {
                    if (this.hasBottomCollision)
                    {
                        this.isPlayerOnGround = true;
                        this.isGravityOn = false;
                        //this.isPlayerJumping = false;
                        this.oldJumpingVelocity = this.jumpingVelocity;
                    }
                }
            }

            if (!this.hasBottomCollision)
            {
                this.isPlayerOnGround = false;
                this.isGravityOn = true;
            }

            if((this.isGravityOn && !isPlayerOnGround) || this.isPlayerJumping)
            {
                    this.player.YPosition += this.jumpingVelocity;
                    this.jumpingVelocity++;

                    if (this.jumpingVelocity == 0)
                    {
                        this.isPlayerJumping = false;
                    }

                    if (this.player.YPosition + this.player.Height > this.floor.YPosition)
                    {
                        this.isGravityOn = false;
                        this.isPlayerJumping = false;
                        this.isPlayerOnGround = true;
                    }
            }

            base.Update(gameTime);
        }