public void Update(GameTime gameTime)
        {
            Player.Update(gameTime);
            Collectables.ForEach(c => c.Update(gameTime));

            List <Collectable> collected = Collectables.FindAll(c => c.HasCollidedWithPlayer);

            foreach (var item in collected)
            {
                AllTheSpritesWithinTheScene.Remove(item);
                Collectables.Remove(item);
            }



            var spawnPointsWithinTheViewport   = AllSpawnPoints.FindAll(c => Helper.CurrentGame.GraphicsDevice.Viewport.Bounds.Contains(c.SpritePosition - new Vector2(Camera.CamPos.X, Camera.CamPos.Y)));
            var despawnPointsWithinTheViewport = AllDespawnPoints.FindAll(c => Helper.CurrentGame.GraphicsDevice.Viewport.Bounds.Contains(c.SpritePosition - new Vector2(Camera.CamPos.X, Camera.CamPos.Y)));

            if (spawnPointsWithinTheViewport.Count > 0 && despawnPointsWithinTheViewport.Count > 0)
            {
                if (!AllEnemies.Peek().IsVisible)
                {
                    AllEnemies.Peek().IsVisible         = true;
                    AllEnemies.Peek().SpritePosition    = spawnPointsWithinTheViewport.ElementAt(Helper.random.Next(spawnPointsWithinTheViewport.Count)).SpritePosition;
                    AllEnemies.Peek().TargetDestination = despawnPointsWithinTheViewport.ElementAt(Helper.random.Next(despawnPointsWithinTheViewport.Count)).SpritePosition;
                }
            }

            if (AllEnemies.Peek().IsVisible)
            {
                AllEnemies.Peek().Update(gameTime);
                if (AllEnemies.Peek().TargetReached)
                {
                    AllEnemies.Enqueue(AllEnemies.Dequeue());
                }
            }


            if (Collectables.Count <= 0)
            {
                Gameover = true;
            }
        }