public void AddSpawnCollectables(Collectable.CollectType SpawnType, int SpawnCount)
 {
     int intSepPos = (int)Math.Ceiling(background.backgroundPixelsToFinishScreen / (SpawnCount + 1));
     for (var i = 1; i <= SpawnCount; i++)
         collectableSpawns.Add(new CollectableSpawnDetail(SpawnType, intSepPos * i));
 }
        void SpawnCollectable(Collectable.CollectType Type)
        {
            Texture2D collTexture = collectWifiTexture;

            switch (Type)
            {
                case Collectable.CollectType.BIKE:
                    collTexture = collectBikeTexture;
                    break;
                case Collectable.CollectType.POINTS:
                    collTexture = collectPointsTexture;
                    break;
                case Collectable.CollectType.WIFI:
                    collTexture = collectWifiTexture;
                    break;
                case Collectable.CollectType.HPSML:
                    collTexture = collectHPSmlTexture;
                    break;
                case Collectable.CollectType.HPLGE:
                    collTexture = collectHPLgeTexture;
                    break;
            }

            float randomY = rand.Next(TopBoundary, BottomBoundary);
            Vector2 offset = new Vector2(collTexture.Width, collTexture.Height) / 2.0f;
            Vector2 Pos = new Vector2(graphics.PreferredBackBufferWidth + OffScreenRightOffset, randomY);

            while (!CollisionCheckForSpawn(Pos, offset, collTexture.Width, collTexture.Height))
            {
                if ((Pos.Y + 10) < BottomBoundary)
                    Pos.Y += 10;
                else
                    Pos.Y = TopBoundary;
            }

            Collectable c = new Collectable(collTexture, Pos, defaultSpeed, Type);
            c.collectScrollSpeed = scrollSpeed;
            collectables.Add(c);
        }
 public CollectableSpawnDetail(Collectable.CollectType collType, int collXPos)
 {
     this.Type = collType;
     this.CollectXPos = collXPos;
     this.Spawned = false;
 }