//LÄSER AV DEN NEADSPARADE FILEN OCH LADDAR SEDAN UPP DE SPARADE VÄRDEN
        public void LoadFromDevice(IAsyncResult result)
        {
            device = StorageDevice.EndShowSelector(result);
            IAsyncResult r = device.BeginOpenContainer(containerName, null, null);
            result.AsyncWaitHandle.WaitOne();
            StorageContainer container = device.EndOpenContainer(r);
            result.AsyncWaitHandle.Close();
            if (container.FileExists(filename))
            {
            Stream stream = container.OpenFile(filename, FileMode.Open);
            XmlSerializer serializer = new XmlSerializer(typeof(SaveGame));
            SaveGame SaveData = (SaveGame)serializer.Deserialize(stream);
            stream.Close();
            container.Dispose();
            //Update the game based on the save game file
            l_Level = SaveData.CurrentLevel;

            l_CurrentDifficulty = SaveData.Difficulty;

            l_PlayerPos = SaveData.PlayerPosition;

            l_PlayerHealth = SaveData.PlayerHp;

            }
        }
 //FUNCKTION SOM SÄTTER SPELARENS LIV BEOROENDE PÅ SVÅRIGHETSGRAD
 internal void SetDifficultyHealth(StateHandler.Difficulty a_difficulty)
 {
     m_gameMode = a_difficulty;
     switch (a_difficulty)
     {
     case StateHandler.Difficulty.EASY:
         m_lives = 200;
         break;
     case StateHandler.Difficulty.MEDIUM:
         m_lives = 100;
         break;
     case StateHandler.Difficulty.HARD:
         m_lives = 50;
         break;
     }
 }