/// <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);

            gameTextures[(int)GameTextures.HORIZONTAL_WALL] = Content.Load<Texture2D>("Sprites\\Hwall");
            gameTextures[(int)GameTextures.VERTICAL_WALL] = Content.Load<Texture2D>("Sprites\\Vwall");
            gameTextures[(int)GameTextures.POLICE_OFFICER] = Content.Load<Texture2D>("Sprites\\Police");
            gameTextures[(int)GameTextures.GRU] = Content.Load<Texture2D>("Sprites\\Gru");
            gameTextures[(int)GameTextures.GOAL] = Content.Load<Texture2D>("Sprites\\Dollar");
            gameTextures[(int)GameTextures.WARP_ENTRANCE] = Content.Load<Texture2D>("Sprites\\Warp1");
            gameTextures[(int)GameTextures.WARP_EXIT] = Content.Load<Texture2D>("Sprites\\Warp2");
            gameTextures[(int)GameTextures.LEVEL_EXIT] = Content.Load<Texture2D>("Sprites\\SpaceShip");
            gameTextures[(int)GameTextures.TRAP] = Content.Load<Texture2D>("Sprites\\Trap");
            gameTextures[(int)GameTextures.SPEEDBOOST] = Content.Load<Texture2D>("Sprites\\Speedboost");
            gameTextures[(int)GameTextures.POWERUP_IN_STORE] = Content.Load<Texture2D>("Sprites\\PowerupInStore");
            gameTextures[(int)GameTextures.PLAYERTRAP_COLLECTIBLE] = Content.Load<Texture2D>("Sprites\\PlayerTrap_Collectible");
            gameTextures[(int)GameTextures.BANANA] = Content.Load<Texture2D>("Sprites\\Banana");
            gameTextures[(int)GameTextures.BANANA_MINION] = Content.Load<Texture2D>("Sprites\\Minion2");
            gameTextures[(int)GameTextures.POWERUP_MINION] = Content.Load<Texture2D>("Sprites\\Minion1");
            gameTextures[(int)GameTextures.ALERTED_POLICE_OFFICER] = Content.Load<Texture2D>("Sprites\\AlertedPolice");
            gameTextures[(int)GameTextures.LURKING_POLICE_OFFICER] = Content.Load<Texture2D>("Sprites\\LurkingPolice");
            gameTextures[(int)GameTextures.START_MENU] = Content.Load<Texture2D>("Sprites\\StartMenu");
            gameTextures[(int)GameTextures.TOY_PISTOL] = Content.Load<Texture2D>("Sprites\\ToyGun");
            gameTextures[(int)GameTextures.SCARED_POLICE_OFFICER] = Content.Load<Texture2D>("Sprites\\ScaredPoliceOfficer");
            gameTextures[(int)GameTextures.SCARY_GRU] = Content.Load<Texture2D>("Sprites\\ScaryGru");
            textFont = Content.Load<SpriteFont>("Fonts/gamefont");

            gamePad = new Gamepad(GameManager.GetInstance().Gru, this);
            gamePad.RegisterKeyMapping();
        }