public IComponent Clone()
        {
            RandomPositionOffsetComponent ret = new RandomPositionOffsetComponent();
            ret.Minimum = Minimum;
            ret.Maximum = Maximum;

            return ret;
        }
        private Entity createMineTemplateEntity(Game game)
        {
            Entity mineTemplate = new Entity();

            //Component: Damage the player.
            DamageOnContactComponent damage = new DamageOnContactComponent();
            damage.Damage = 10;
            mineTemplate.AddComponent(damage);

            //Component: Has health
            HealthComponent health = new HealthComponent();
            health.Health = 10;
            mineTemplate.AddComponent(health);

            //Component: Has a texture
            TextureComponent tex = new TextureComponent();
            tex.Texture = game.Content.Load<Texture2D>("spaceArt/png/meteorBig");
            tex.SourceRect = tex.Texture.Bounds;
            mineTemplate.AddComponent(tex);

            //Component: Has a position.
            PositionComponent pos = new PositionComponent();
            pos.Position.X = game.GraphicsDevice.Viewport.Width - 1;
            pos.Position.Y = game.GraphicsDevice.Viewport.Height / 2 - tex.SourceRect.Height / 2;
            pos.Rotation = Math.PI / 4;
            mineTemplate.AddComponent(pos);

            //Component: Given a random starting vertical position
            RandomPositionOffsetComponent randomOffset = new RandomPositionOffsetComponent();
            randomOffset.Minimum = new Vector2(0.0f, -0.4f * game.GraphicsDevice.Viewport.Height);
            randomOffset.Maximum = new Vector2(0.0f, 0.4f * game.GraphicsDevice.Viewport.Height);
            mineTemplate.AddComponent(randomOffset);

            //Component: Moves linearly, continuously rotates
            LinearMovementComponent movement = new LinearMovementComponent();
            movement.RotationRate = 0.01f;
            mineTemplate.AddComponent(movement);

            //Component: Moves at constant speed
            MoveSpeedComponent speed = new MoveSpeedComponent();
            speed.MoveSpeed = -10;
            mineTemplate.AddComponent(speed);

            //Component: Has a bounding box
            AABBComponent aabb = new AABBComponent();
            aabb.Height = tex.SourceRect.Height;
            aabb.Width = tex.SourceRect.Width;
            mineTemplate.AddComponent(aabb);

            //Component: Is rendered at a specific layer - just above the player
            RenderLayerComponent layer = new RenderLayerComponent();
            layer.LayerID = 11;
            mineTemplate.AddComponent(layer);

            //Component: Is destroyed when it ventures off the (left side of the) screen
            DestroyedWhenOffScreenComponent destroyer = new DestroyedWhenOffScreenComponent();
            mineTemplate.AddComponent(destroyer);

            //Component: Has a score value
            // TODO this is more complex than the other ones, involves the changing of global state!

            //Component: Is destroyed when it runs out of health
            DestroyedWhenNoHealthComponent destroyer2 = new DestroyedWhenNoHealthComponent();
            mineTemplate.AddComponent(destroyer2);

            //Component: Leaves behind an explosion entity when it is destroyed
            AddComponentOnDestructionComponent explosionSpawnTriggerer = new AddComponentOnDestructionComponent();
            SpawnEntityComponent explosionSpawner = new SpawnEntityComponent();
            explosionSpawner.Factory = new ComposedEntityFactory(new List<IEntityFactory>() {
                new CloneEntityFactory(createExplosionEntity(game, aabb)),
                new InheritParentComponentEntityFactory(typeof(PositionComponent)) });
            explosionSpawnTriggerer.ToAdd = explosionSpawner;
            mineTemplate.AddComponent(explosionSpawnTriggerer);

            return mineTemplate;
        }