public void ResetME()
        {
            while (meteors.Count < 10)
            {
                var angle = random.Next() * MathHelper.TwoPi;
                var m     = new Meteor()
                {
                    positin = new Vector2(GlobalVar.GPlayground.Left + (float)random.NextDouble() * GlobalVar.GPlayground.Width,
                                          GlobalVar.GPlayground.Top + (float)random.NextDouble() * GlobalVar.GPlayground.Height),
                    Rotation = angle,
                    speed    = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * random.Next(20, 60) / 30.0f
                };

                if (!GlobalVar.RSpawnArea.Contains(m.positin))
                {
                    meteors.Add(m);
                }
            }
        }
        /// <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)
        {
            float         f  = 1f;
            KeyboardState ks = Keyboard.GetState();

            if (ks.IsKeyDown(Keys.W))
            {
                f = f++;

                foreach (Meteor m in meteors)
                {
                    m.speed = m.speed + m.speed * f / 10;
                }
            }



            if (ks.IsKeyDown(Keys.Escape))
            {
                using (var game = new Game1())
                {
                    game.Run();
                }
            }



            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }
            KeyboardState state = Keyboard.GetState();

            if (state.IsKeyDown(Keys.Up))
            {
                Spaceship.Accelerate();
            }
            //Change the Direction Accordong to the is pressed
            if (state.IsKeyDown(Keys.Left))
            {
                Spaceship.Rotation -= 0.05f;
            }
            else if (state.IsKeyDown(Keys.Right))
            {
                Spaceship.Rotation += 0.05f;
            }
            if (state.IsKeyDown(Keys.Space))
            {
                //Count the number of shots shooed.

                //Add a new shot class when space is Pressed
                Shot s = Spaceship.Shoot();
                //Checks the position of shots and draw to pretend overpositions
                if (s != null)
                {
                    laserS.Play();
                    shots.Add(s);
                }
            }



            //Update a time of shots so the shot dont overridden
            foreach (Shot sh in shots)
            {
                sh.Update(gameTime);
                Meteor m = meteors.FirstOrDefault(x => x.collideWith(sh));

                if (m != null)
                {
                    meteors.Remove(m);
                    Lstexplosions.Add(new Explosion()
                    {
                        positin = m.positin
                    });
                    sh.isDead = true;
                    NumberOfMeteorKilled++;
                    meteorS.Play();
                }
            }

            foreach (Explosion explosion in Lstexplosions)
            {
                explosion.Update(gameTime);
            }

            foreach (Meteor meteor in meteors)
            {
                meteor.Update(gameTime);
            }

            shots.RemoveAll(s => s.isDead || !GlobalVar.GPlayground.Contains(s.positin));
            Lstexplosions.RemoveAll(e => e.isDead);

            Spaceship.Update(gameTime);
            KeyboardState = state;
            base.Update(gameTime);
        }