private void DrawPlayingState(SpriteBatch spriteBatch)
        {
            GraphicsDevice.SetRenderTarget(renderTarget01);
            GraphicsDevice.Clear(Color.Black);
            // TODO: Add your drawing code here
            spriteBatch.Begin();
            Utility.board.Draw(spriteBatch);
            if (latestHoveredOverTower != null)
            {
                hud.DrawRangeIndicators(spriteBatch, new Point(latestHoveredOverTower.X, latestHoveredOverTower.Y), latestHoveredOverTower);
            }

            // Highlight needs to be drawn before the actual towers
            if (previewTower != null)
            {
                if (IsWithinDimensions())
                {
                    hud.DrawPlacementIndicator(spriteBatch, previewTower, IsValidTileForTower(input.MouseToGameGrid().X, input.MouseToGameGrid().Y));
                }
                selectedTower.DrawSelectionHightlight(spriteBatch);
            }
            foreach (Tower t in Utility.TowerList)
            {
                t.Draw(spriteBatch);
            }
            foreach (Path p in Utility.board.Paths)
            {
                p.DrawMinions(spriteBatch);
            }
            // Draw projectiles and fire effect
            foreach (Tower t in Utility.TowerList)
            {
                if (t is Shotgun)
                {
                    (t as Shotgun).DrawProjectiles(spriteBatch);
                }
                if (t is FlameThrower)
                {
                    (t as FlameThrower).DrawFireEffect(spriteBatch);
                }
            }
            spriteBatch.End();
            GraphicsDevice.SetRenderTarget(null);

            spriteBatch.Begin();
            spriteBatch.Draw(renderTarget01, new Vector2(0, 0), Color.White);
            spriteBatch.End();
            // Draw sideBar
            spriteBatch.Begin();
            if (latestHoveredOverTower != null)
            {
                sidebarUI.DrawTowerInfo(spriteBatch, latestHoveredOverTower);
            }
            sidebarUI.Draw(spriteBatch);
            spriteBatch.End();
            latestHoveredOverTower = null;
        }