public PlayerItem(ContentManager content, Vector2 position, Stage stage, string itemType) : base(content, position, stage, itemType)
        {
            _imageTexture  = content.Load <Texture2D>(string.Format("Sprites/Enemies/PlayerItem{0}", itemType));
            ExplosionSound = content.Load <SoundEffect>("Sounds/playeritem");
            ExplosionAnimation.Initialize(content.Load <Texture2D>("Sprites/Explosion1"), this.WorldPosition, 36, 36, 3, 150, Color.White, 1f, false, false, this.CurrentStage);
            CollisionIsHazardous = false;
            VulnerableToBullets  = false;

            switch (itemType)
            {
            case "MachineGun":
                Gun = new PlayerGun();
                Gun.Initialize(content, GunType.MachineGun);
                break;

            case "RapidGun":
                Gun         = new PlayerGun();
                Gun.GunType = GunType.Rapid;
                break;

            case "SpreadGun":
                Gun = new PlayerGun();
                Gun.Initialize(content, GunType.Spread);
                break;
            }

            Velocity.X     = 0.7f;
            IsOnGround     = true;
            JumpInProgress = true;
            IsJumping      = true;

            JumpLaunchVelocity  = -1200f;
            GravityAcceleration = 300f;
            MaxJumpTime         = 0.6f;
        }