protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            AllScenes = new SceneCollection();

            LevelClasses.lMenu menu = new CoreClasses.LevelClasses.lMenu(Content, spriteBatch);
            CurScene = menu.MakeScene();
            AllScenes.AddScene(CurScene);

            fnt = Content.Load<SpriteFont>("fnt");

            // TODO: use this.Content to load your game content here
        }
        public bool AddScene(GameScene Scene)
        {
            bool SceneIs = false;
            if (Collection.Count > 0)
            {
                foreach (GameScene gs in Collection)
                {
                    if (gs.GameSceneName == Scene.GameSceneName) SceneIs = true;
                }
                if (!SceneIs)
                {
                    Collection.Add(Scene);
                    return true;
                }
            }
            else
            {
                Collection.Add(Scene);
                return true;
            }

                return false;
        }
        public void Update()
        {
            current = MainGame.ThisClass.CurScene;
            if (Keyboard.GetState().IsKeyDown(Keys.F))
            {
                if (MainGame.ThisClass.CurScene.AvZone.Count > 0)
                    foreach (GameScene.Zone z in MainGame.ThisClass.CurScene.AvZone)
                    {
                        if (MainGame.Man.position.X > z.Area.X && MainGame.Man.position.X < z.Area.X + z.Area.Width &&
                            MainGame.Man.position.Y > z.Area.Y && MainGame.Man.position.Y < z.Area.Y + z.Area.Height)
                            MainGame.ThisClass.CurScene = MainGame.ThisClass.CurScene.SubSceneCollection.FindByName(z.DestenationSubLevel);
                    }
            }

            if (CanWalk(position))
            {
                prev_pos = position;
                if (Keyboard.GetState().IsKeyDown(Keys.Left))
                {
                    if (Schetchik < 10) { Schetchik += 1; return; }
                    Schetchik = 0;

                    position.X -= 20;
                    /*if (position.X <= 0)
                    {
                        position = new Vector2(0, position.Y);
                        CurTex = Collection[0];
                    }*/
                    if (CurTex == Collection[4])
                        CurTex = Collection[3];
                    else CurTex = Collection[4];
                }

                if (Keyboard.GetState().IsKeyDown(Keys.Right))
                {
                    if (Schetchik < 10) { Schetchik += 1; return; }
                    Schetchik = 0;

                    position.X += 20;
                    if (position.X >= 1180)
                    {
                        position = new Vector2(1180, position.Y);
                        CurTex = Collection[0];
                    }
                    if (CurTex == Collection[6])
                        CurTex = Collection[5];
                    else CurTex = Collection[6];
                }

                if (Keyboard.GetState().IsKeyDown(Keys.Down))
                {
                    if (Schetchik < 10) { Schetchik += 1; return; }
                    Schetchik = 0;

                    position.Y += 15;
                    if (position.Y >= 430)
                    {
                        position = new Vector2(position.X, 430);
                        CurTex = Collection[0];
                    }
                    if (CurTex == Collection[2])
                        CurTex = Collection[1];
                    else CurTex = Collection[2];
                }

                if (Keyboard.GetState().IsKeyDown(Keys.Up))
                {
                    if (Schetchik < 10) { Schetchik += 1; return; }
                    Schetchik = 0;

                    position.Y -= 15;
                    if (position.Y <= 0)
                    {
                        position = new Vector2(position.X, 0);
                        CurTex = Collection[0];
                    }
                    if (CurTex == Collection[9])
                        CurTex = Collection[8];
                    else CurTex = Collection[9];
                }
            }
            else
                position = prev_pos;
        }
        /// <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)
        {
            // Allows the game to exit
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                GameScene sc = AllScenes.FindByName("lMenu");
                CurScene = sc;
            }
            //if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                //this.Exit();

            CurScene.Update();

            if (!CurScene.IsSceneStatic)
            Man.Update();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }