private void generateBarriers()
 {
     for (int i = 0; i < k_NumberOfBarriers; i++)
     {
         var barrier = new Barrier(Screen);
         r_Barriers.Add(barrier);
     }
 }
 private void setBarrierInitialPosition(Barrier i_Barrier, int i_BarrierIndex)
 {
     int y = Game.GraphicsDevice.Viewport.Height - k_BottomOffset - (i_Barrier.Bounds.Height);
     int x = (Game.GraphicsDevice.Viewport.Width / 2 - getAllBarriersWidth() / 2 + (i_BarrierIndex * (k_GapBetweenBarriers + 1)) * i_Barrier.Bounds.Width) - i_Barrier.Bounds.Width / 4;
     i_Barrier.Position = new Vector2(x,y);
 }