public elementoBenefico(Texture2D texturaElemento1, Texture2D texturaElemento2)
        {
            elementoTex1 = texturaElemento1;
            elementoTex2 = texturaElemento2;

            currentScene = ElementoScene.SCN_NORMAL;

            isAlive = false;

            isPlaying = true;
        }
        public void Update2(GameTime gameTime)
        {
            #region EFEITOS

            if (currentScene != ElementoScene.SCN_NORMAL)
            {

                time += gameTime.ElapsedGameTime.TotalSeconds;

                if (time > 5)
                {
                    currentScene = ElementoScene.SCN_NORMAL;

                    time = 0;
                }

            }

            switch (currentScene)
            {

                case ElementoScene.SCN_VELOCIDADE:
                    Meteor.BlockFallSpeed = 20;
                    //isPlaying = true;
                    break;

                case ElementoScene.SCN_NORMAL:
                    time = 0;
                    //isPlaying = false;
                    Meteor.BlockFallSpeed = 5;
                    break;

                case ElementoScene.SCN_LIFE:

                    if (Game1.naveMae.vidaNave < 20)
                    Game1.naveMae.vidaNave = 20;
                    //isPlaying = true;

                    currentScene = ElementoScene.SCN_NORMAL;
                    break;
            }

            // Update each block
            for (int i = 0; i < elementoRandom.Count; i++)
            {
                // Animate this block falling
                elementoRandom[i] = new Vector2(elementoRandom[i].X + elementoSpeed, elementoRandom[i].Y);

                Rectangle Rect = new Rectangle((int)elementoRandom[i].X, (int)elementoRandom[i].Y, elementoTex1.Width,
                        elementoTex1.Height);

                if (elementoRandom[i].X > Game1.viewportRect.Width)
                {

                    elementoRandom.RemoveAt(i);
                    i--;
                }

                for (int j = 0; j < Game1.cannonMissiles.Count; j++)
                {
                        if (Game1.cannonMissiles[j].Rect.Intersects(Rect))
                        {

                            try
                            {
                                currentScene = ElementoScene.SCN_VELOCIDADE;
                                isAlive = false;
                                elementoRandom.RemoveAt(i);
                                i--;

                                break;
                            }

                            catch(ArgumentOutOfRangeException)
                            {
                                break;
                            }

                        }

                        posicaoRect = Rect.X;
                }

                for (int j = 0; j < Game1.cannonMissiles2.Count; j++)
                {
                    if (Game1.cannonMissiles2[j].Rect.Intersects(Rect))
                    {

                        try
                        {
                            currentScene = ElementoScene.SCN_VELOCIDADE;
                            isAlive = false;
                            elementoRandom.RemoveAt(i);
                            i--;

                            break;
                        }

                        catch (ArgumentOutOfRangeException)
                        {
                            break;
                        }

                    }

                    posicaoRect = Rect.X;
                }

            }

            #endregion

            for (int i = 0; i < elementoBem.Count; i++)
            {
                // Animate this block falling
                elementoBem[i] = new Vector2(elementoBem[i].X + elementoSpeed, elementoBem[i].Y);

                Rectangle Rect = new Rectangle((int)elementoBem[i].X, (int)elementoBem[i].Y, elementoTex1.Width,
                        elementoTex1.Height);

                if (elementoBem[i].X > Game1.viewportRect.Width)
                {

                    elementoBem.RemoveAt(i);
                    i--;
                }

                for (int j = 0; j < Game1.cannonMissiles.Count; j++)
                {
                    if (Game1.cannonMissiles[j].Rect.Intersects(Rect))
                    {

                        try
                        {
                            currentScene = ElementoScene.SCN_LIFE;
                            isAlive = false;
                            elementoBem.RemoveAt(i);

                            break;
                        }

                        catch (ArgumentOutOfRangeException)
                        {
                            break;
                        }

                    }

                    posicaoRect = Rect.X;
                }

                for (int j = 0; j < Game1.cannonMissiles2.Count; j++)
                {
                    if (Game1.cannonMissiles2[j].Rect.Intersects(Rect))
                    {

                        try
                        {
                            currentScene = ElementoScene.SCN_LIFE;
                            isAlive = false;
                            elementoBem.RemoveAt(i);
                            i--;

                            break;
                        }

                        catch (ArgumentOutOfRangeException)
                        {
                            break;
                        }

                    }

                    posicaoRect = Rect.X;
                }

            }
        }