/// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            GameFont    = Content.Load <SpriteFont>("GameFont");
            Services.AddService <SpriteFont>(GameFont);
            Services.AddService <SpriteBatch>(spriteBatch);
            new FadeTextManager(this);
            IsMouseVisible = true;

            //MainMenu's Content Load
            btnLogIn = new LogInButton(Content.Load <Texture2D>(@"OtherAssets\LogIn"), graphics.GraphicsDevice);

            btnSubmit = new LogInButton(Content.Load <Texture2D>(@"OtherAssets\WelcomeMat"), graphics.GraphicsDevice);

            //Moves the position of the button
            btnLogIn.setPosition(new Vector2(GraphicsDevice.Viewport.Width / 2 - GraphicsDevice.Viewport.Width / 6,
                                             GraphicsDevice.Viewport.Height / 2));

            btnSubmit.setPosition(new Vector2(GraphicsDevice.Viewport.Width / 2 - GraphicsDevice.Viewport.Width / 6,
                                              GraphicsDevice.Viewport.Height / 2));

            //Textures
            backgroundTexture = Content.Load <Texture2D>(@"OtherAssets\Background");
            menuTexture       = Content.Load <Texture2D>(@"OtherAssets\MainMenu");
            // TODO: use this.Content to load your game content here

            //load in background image
            background = Content.Load <Texture2D>(@"Backgrounds\BackGround");

            cherry = new Sprite(Content.Load <Texture2D>(@"Collectables and Exit Image\Cherry"), new Vector2(0, 0), 1);

            //centre vector
            centreScreen = new Vector2(GraphicsDevice.Viewport.Width / 2,
                                       GraphicsDevice.Viewport.Height / 2);

            screenWidth  = GraphicsDevice.Viewport.Width;
            screenHeight = GraphicsDevice.Viewport.Height;

            SetCollectablePositions();

            //creating an array to hold a random amount of chasers between 5 and 10
            chasers = new ChasingEnemy[Utility.NextRandom(5, 10)];

            //creating a chaser depending on the number
            //generated from the random size of the array
            for (int i = 0; i < chasers.Length; i++)
            {
                chasers[i] = new ChasingEnemy(Content.Load <Texture2D>(@"Collectables and Exit Image/movingCollectable"),
                                              new Vector2(Utility.NextRandom(GraphicsDevice.Viewport.Width),
                                                          Utility.NextRandom(GraphicsDevice.Viewport.Height)), 2);
                chasers[i].Velocity          = (float)Utility.NextRandom(2, 5);
                chasers[i].CollisionDistance = Utility.NextRandom(3, 5);
            }

            MakeWalls();
        }