   how to declare a timer in the gameplay class when i have a timer class already?
  HI!i have a timer class and a gameplay screen class.I want to show the timer in the gameplay screen. How do i declare the timer in the gameplay screen and how to use the method from the timer class in the gameplay screen class?Below are my timer class and gameplay screen class:________________________________________________________________________________This is my timer class:using System;using System.Collections.Generic;using System.Linq;using Microsoft.Xna.Framework;using Microsoft.Xna.Framework.Audio;using Microsoft.Xna.Framework.Content;using Microsoft.Xna.Framework.GamerServices;using Microsoft.Xna.Framework.Graphics;using Microsoft.Xna.Framework.Input;using Microsoft.Xna.Framework.Media;using Microsoft.Xna.Framework.Net;using Microsoft.Xna.Framework.Storage;namespace drag_and_lock_grid{class Timer{float timeElapsed;float startingTimeInSeconds;int currentMinutes;int currentSeconds;int currentTime;float currentFloatTime;string properSeconds;public Timer(float startingTime) {startingTimeInSeconds = startingTime;}public void Update(GameTime gameTime){timeElapsed += (float)gameTime.ElapsedGameTime.TotalSeconds;currentFloatTime = startingTimeInSeconds - timeElapsed;currentTime = Convert.ToInt32(currentFloatTime);currentMinutes = currentTime / 60;currentSeconds = currentTime % 60;properSeconds = currentSeconds.ToString("00");}public void Draw(SpriteBatch spriteBatch, SpriteFont font){// Draw my level timer stuff:Vector2 timerPosition = new Vector2(10, 10);string timerLabel;if (currentSeconds >= 10){ timerLabel = currentMinutes + ":" + currentSeconds; }else if (currentSeconds >= 0){ timerLabel = currentMinutes + ":" + properSeconds; }else{ timerLabel = "0:00"; }spriteBatch.DrawString(font,timerLabel, timerPosition, Color.White);}public int getTime(){return currentTime;}}}_______________________________________________________________________________This is my Gameplay screen class:using System;using System.Collections.Generic;using System.Linq;using System.Text;using Microsoft.Xna.Framework;using Microsoft.Xna.Framework.Audio;using Microsoft.Xna.Framework.Content;using Microsoft.Xna.Framework.GamerServices;using Microsoft.Xna.Framework.Graphics;using Microsoft.Xna.Framework.Input;using Microsoft.Xna.Framework.Media;using Microsoft.Xna.Framework.Net;using Microsoft.Xna.Framework.Storage;using Windows7.Multitouch;namespace drag_and_lock_grid{class ScreenGameplay1 : Screen{SpriteFont font;private float time;SoundEffect soundEngine;SoundEffectInstance soundInstance;SoundEffect soundGameOver;Boolean isPaused;Vector2 basePosition;Texture2D baseTexture;Texture2D GamePausedTexture;Vector2 GamePausedPosition;Texture2D fadeTexture;Texture2D pausedBaseTexture;Vector2 pausedBasePosition;Button buttonOptions;Button buttonResumeGame;Button buttonRestartGame;Button buttonMainMenu;Button buttonSoundOn;Button buttonSoundOff;Button buttonCurrentSound;public static int noc = 0;PuzzlePiece[] pieces;public static Random random = new Random();//AIBoolean hasGenericAI = false;Boolean hasRandomAI = true;int interval = 10;public ScreenGameplay1(){}/// <summary>/// Allows the game to perform any initialization it needs to before starting to run./// This is where it can query for any required services and load any non-graphic/// related content. Calling base.Initialize will enumerate through any components/// and initialize them as well./// </summary>public override void Initialize(){time = 0;Game1.menuSound.Pause();basePosition = new Vector2(0, 0);isPaused = false;pieces = new PuzzlePiece[12];int imageNo = 1;int puzzleWidth = 3;int puzzleHeight = 4;Vector2 startPosition = new Vector2(569, 32);Random random = new Random();int tempNumberX = 0;int tempNumberY = 0;Texture2D tempTexture;for (int i = 0; i < puzzleHeight; i++){for (int j = 0; j < puzzleWidth; j++){tempTexture = Game1.content.Load<Texture2D>("images/gameplay/game1/" + imageNo);tempNumberX = random.Next(10, 500 - tempTexture.Width);tempNumberY = random.Next(10, 780 - tempTexture.Height);pieces[imageNo - 1] = new PuzzlePiece(0, new Vector2(tempNumberX, tempNumberY), tempTexture, imageNo, new Vector2(startPosition.X + (tempTexture.Width * j), startPosition.Y + (tempTexture.Height * i)));imageNo++;}}soundEngine = Game1.content.Load<SoundEffect>("audio/game_play");soundInstance = soundEngine.CreateInstance();soundGameOver = Game1.content.Load<SoundEffect>("audio/Game_over");baseTexture = Game1.content.Load<Texture2D>("images/gameplay/background");fadeTexture = Game1.content.Load<Texture2D>("images/gameplay/fade");pausedBaseTexture = Game1.content.Load<Texture2D>("images/base/darkened");pausedBasePosition = new Vector2((Game1.graphicsViewport.Width - pausedBaseTexture.Width) / 2,(Game1.graphicsViewport.Height - pausedBaseTexture.Height) / 2);GamePausedTexture = Game1.content.Load<Texture2D>("images/gameplay/game options");GamePausedPosition = new Vector2(25, 30);buttonOptions = new Button(new Vector2(50, 630),Game1.content.Load<Texture2D>("images/button/game_play/Options_button"));buttonResumeGame = new Button(new Vector2(500, 160),Game1.content.Load<Texture2D>("images/button/game_play/Resume_Game_button"));buttonRestartGame = new Button(new Vector2(500, 310),Game1.content.Load<Texture2D>("images/button/game_play/retry_button"));buttonMainMenu = new Button(new Vector2(500, 460),Game1.content.Load<Texture2D>("images/button/game_play/main_menu_button"));buttonSoundOn = new Button(new Vector2(500, 610),Game1.content.Load<Texture2D>("images/button/game_play/on"));buttonSoundOff = new Button(new Vector2(500, 760),Game1.content.Load<Texture2D>("images/button/game_play/off"));//font = Game1.content.Load<SpriteFont>("font/Kootenay");soundInstance.Volume = 1.0f;soundInstance.IsLooped = true;if (Game1.sound == true){buttonCurrentSound = buttonSoundOn;soundInstance.Play();}else{buttonCurrentSound = buttonSoundOff;}}public override void touchDown(float x, float y){if (!isPaused){foreach (PuzzlePiece puzzle in pieces){puzzle.touchDown(x,y);}if (buttonOptions.isWithin(x, y)){buttonOptions.touchDown();buttonOptions.touchUp();isPaused = true;}}else{if (buttonResumeGame.isWithin(x, y)){buttonResumeGame.touchDown();buttonResumeGame.touchUp();isPaused = false;}if (buttonRestartGame.isWithin(x, y)){buttonRestartGame.touchDown();soundInstance.Dispose();ScreenManager.screenManager.addScreen(new ScreenGameplay1(), 0);}if (buttonMainMenu.isWithin(x, y)){buttonMainMenu.touchDown();Game1.menuSound.Play();soundInstance.Dispose();ScreenManager.screenManager.addScreen(new ScreenMainMenu(), 0);}if (buttonCurrentSound.isWithin(x, y)){toggleSound();}}}public override void touchUp(float x, float y){if (!isPaused){foreach (PuzzlePiece puzzle in pieces){puzzle.touchUp(x,y);}}}public override void touchMove(float x, float y){if (!isPaused){foreach (PuzzlePiece puzzle in pieces){puzzle.touchMove(x, y);}}}/// <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>public override void Update(GameTime gameTime){// TODO: Add your update logic hereforeach (PuzzlePiece puzzle in pieces){puzzle.Update();}base.Update(gameTime);}/// <summary>/// This is called when the game should draw itself./// </summary>/// <param name="gameTime">Provides a snapshot of timing values.</param>public override void Draw(GameTime gameTime){// TODO: Add your drawing code hereGame1.graphics.GraphicsDevice.Clear(Microsoft.Xna.Framework.Graphics.Color.Black);Game1.spriteBatch.Begin();Game1.spriteBatch.Draw(baseTexture, basePosition, Microsoft.Xna.Framework.Graphics.Color.White);buttonOptions.Draw();foreach (PuzzlePiece puzzle in pieces){puzzle.Draw();}if (isPaused){Game1.spriteBatch.Draw(fadeTexture, basePosition, Microsoft.Xna.Framework.Graphics.Color.White);Game1.spriteBatch.Draw(GamePausedTexture, GamePausedPosition, Microsoft.Xna.Framework.Graphics.Color.White);//Game1.spriteBatch.Draw(pausedBaseTexture, pausedBasePosition, Microsoft.Xna.Framework.Graphics.Color.White);buttonResumeGame.Draw();buttonRestartGame.Draw();buttonMainMenu.Draw();buttonCurrentSound.Draw();}Game1.spriteBatch.End();base.Draw(gameTime);}public void toggleSound(){if (soundInstance.State == SoundState.Playing){soundInstance.Pause();Game1.sound = false;buttonCurrentSound = buttonSoundOff;}else{soundInstance.Play();Game1.sound = true;buttonCurrentSound = buttonSoundOn;}}}}   