public void AddItem(Block Item)
        {
            GameSounds.PlayPickSound();

            if (Item is MoneySafeKey)
            {
                MoneySafeKey doorKey = Item as MoneySafeKey;
                MoneySafeKey clone   = (doorKey.Clone()) as MoneySafeKey;
                Key = clone;
            }

            if (Item is Coin)
            {
                Coin coin  = Item as Coin;
                Coin clone = (coin.Clone()) as Coin;
                AllCoins.Add(clone);
            }

            if (Item is Potion)
            {
                Potion potion = Item as Potion;
                Potion clone  = (potion.Clone()) as Potion;
                Potion = clone;
            }

            if (Item is MoneySafe)
            {
                MoneySafe moneySafe = Item as MoneySafe;
                MyDiamonds += moneySafe.NumberOfDiamonds;
            }
        }
        private void CreatePickables(ContentManager contentManager)
        {
            Texture2D tempTexture = contentManager.Load <Texture2D>("Pickable1");

            for (int x = 0; x < MapWidth; x++)
            {
                for (int y = 0; y < LevelHeight; y++)
                {
                    int    BLOCK_ID  = PickablesArray[y, x];
                    string ID_STRING = Convert.ToString(BLOCK_ID);

                    if (ID_STRING != "0")
                    {
                        tempTexture = contentManager.Load <Texture2D>("Pickable" + ID_STRING);
                    }

                    const int marginBottom          = 10;
                    int       maginLeft             = (150 - tempTexture.Width) / 2;
                    float     xPos                  = (x * 150) + maginLeft;
                    float     yPos                  = (y * SpaceBetweenPlatforms) - tempTexture.Height - marginBottom;
                    Vector2   tempVector            = Factory.CreateVector(xPos, yPos);
                    Rectangle tempCollisonRectangle = Factory.CreateRectangle((int)tempVector.X, (int)tempVector.Y, tempTexture.Width, tempTexture.Height);
                    Sprite    tempSprite            = Factory.CreateSprite(tempTexture, 1, tempVector);

                    switch (PickablesArray[y, x])
                    {
                    case 1:
                        MoneySafeKey tempMoneySafeKey = WorldFactory.CreateKey(tempSprite, tempCollisonRectangle, MoneySafeIndentifiers[totalKeys]);
                        AllPickables.Add(tempMoneySafeKey as Block);
                        totalKeys++;
                        break;

                    case 2:
                        Coin tempCoin = WorldFactory.CreateCoin(tempSprite, tempCollisonRectangle);
                        AllPickables.Add(tempCoin);
                        break;

                    case 3:
                        Potion tempPotion = WorldFactory.CreatePotion(tempSprite, tempCollisonRectangle);
                        AllPickables.Add(tempPotion);
                        break;

                    case 4:
                        MoneySafe tempMoneySafe = WorldFactory.CreateSafe(tempSprite, tempCollisonRectangle, MoneySafeIndentifiers[totalMoneySafes]);
                        AllPickables.Add(tempMoneySafe);
                        totalMoneySafes++;
                        break;

                    default:
                        break;
                    }
                }
            }
        }