/// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime"> Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            // Render everything in scene activator.
            SceneActivator.Render(spriteBatch, GraphicsDevice);

#if  DEBUG_INFO
            // Check if debug and showfps.
            if (SHOW_FPS)
            {
                // Render fps to screne.
                _fps.Render(spriteBatch, GraphicsDevice);
            }
#endif
            // Call base draw.
            base.Draw(gameTime);
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Get the spritebatch.
            spriteBatch = new SpriteBatch(GraphicsDevice);

#if DEBUG_INFO
            // Load debug font.
            SpriteFont font = Content.Load <SpriteFont>("Font/DebugFont");

            // If debug mode + SHOW_FPS create fps counter.
            if (SHOW_FPS)
            {
                _fps = new FpsCounter(font);
            }
#endif

            // Start intro scene.
            SceneActivator.ActivateScene(new IntroScene(this));
        }
        /// <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)
        {
            // Check if game should close.
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            /*
             * If an update takes too long, we want to set the elapsed time to 41ms
             *  this is to prevent strange physics based bugs
             *  The game can play on lower framerate
             *  But the updates will be done on 24 fps calculations.
             */
            // Check gametime is more than 41 milliseconds (24fps).
            if (gameTime.ElapsedGameTime.TotalMilliseconds > 41f)
            {
                // set gametime to 41 milliseconds.
                gameTime.ElapsedGameTime = new System.TimeSpan(0, 0, 0, 0, 41);
            }

            // Update keyboard device.
            KeyboardDevice.Update(gameTime);

            // Update scene activator.
            SceneActivator.Update(gameTime);

            // Call keyboard endframe.
            KeyboardDevice.EndFrame();

#if DEBUG_INFO
            // check if debug + SHOW_FPS
            if (SHOW_FPS)
            {
                // Update fps counter.
                _fps.Update(gameTime);
            }
#endif
            // Update base.
            base.Update(gameTime);
        }