/// <summary>
        /// Loads the content.
        /// </summary>
        protected override void LoadContent()
        {
            // Load content for the game or screen
            this.webUIComponent = new WebUIScreenDrawableComponent(this.GameWorld, 1280, 720, Vector2.Zero);
            this.webUIComponent.RegisterEventCallback("game:spawnLight", this.SpawnLight);

            this.backgroundSprite = new TiledSprite(this.GameWorld, "Content/stone", null, Vector2.Zero, new Vector2(this.GraphicsDeviceManager.PreferredBackBufferWidth, this.GraphicsDeviceManager.PreferredBackBufferHeight) * this.GameWorld.WorldPerPixelRatio)
            {
                LayerDepth    = 1,
                RenderOptions = SpriteRenderOptions.IsLit
            };

            var newLight = new BouncyPointLight(this.GameWorld)
            {
                Position         = new Vector3(Vector2.Zero, 0.15f),
                Velocity         = this.GetRandomVelocity(),
                Color            = this.GetRandomColor(),
                Power            = 0.25f,
                Range            = this.prng.Next(300, 500) / 100.0f,
                SpecularStrength = 2.75f,
                CastsShadows     = true,
                LayerDepth       = 2
            };

            var amLight = new AmbientLight(Color.White, 0.2f, true, 1);

            this.RenderSystem.AddPostProcessEffect(newLight);
            this.RenderSystem.AddPostProcessEffect(amLight);

            this.GameCamera.Position = new Vector2(this.GraphicsDeviceManager.PreferredBackBufferWidth, this.GraphicsDeviceManager.PreferredBackBufferHeight) * this.GameWorld.WorldPerPixelRatio * 0.5f;

            base.LoadContent();
        }
        private void SpawnLight(string data)
        {
            var newLight = new BouncyPointLight(this.GameWorld)
            {
                Position         = new Vector3(Vector2.Zero, 0.15f),
                Velocity         = this.GetRandomVelocity(),
                Color            = this.GetRandomColor(),
                Power            = 0.25f,
                Range            = this.prng.Next(300, 500) / 100.0f,
                SpecularStrength = 2.75f,
                CastsShadows     = true,
                LayerDepth       = 2
            };

            this.RenderSystem.AddPostProcessEffect(newLight);
        }