public AItemObject(CollectableTypes collectableType, SpriteGenerator sprites, CollectableTypes type, Vector2 positie, MoveTypes movement)
        {
            this.MovementType = movement;

            switch (collectableType)
            {
            case CollectableTypes.BigHeart:
                this.sprites = sprites.GetSpriteBigHeart(6);
                this.Value   = (int)CollectableValues.BigHeart;
                break;

            case CollectableTypes.BigDiamond:
                this.sprites = sprites.GetSpriteBigDiamond(6);
                this.Value   = (int)CollectableValues.BigDiamond;
                break;

            case CollectableTypes.SmallHeart:
                this.sprites = sprites.GetSpriteSmallHeart(6);
                this.Value   = (int)CollectableValues.SmallgHeart;
                break;

            case CollectableTypes.SmallDiamond:
                this.sprites = sprites.GetSpriteSmallDiamond(6);
                this.Value   = (int)CollectableValues.SmallgDiamond;
                break;

            default:
                this.sprites = sprites.GetSpriteSmallHeart(6);
                this.Value   = (int)CollectableValues.SmallgHeart;
                break;
            }
            this.Positie     = positie;
            this.ItemType    = type;
            this.IsCollected = false;
            CheckSprites();
        }
 public Item(CollectableTypes collectableType, SpriteGenerator sprites, CollectableTypes type, Vector2 positie, MoveTypes movement) : base(collectableType, sprites, type, positie, movement)
 {
 }