public void Update(GameTime gameTime)
        {
            //Physics updates first
            Position          += Velocity;
            _colRect.X         = (int)Position.X;
            _colRect.Y         = (int)Position.Y;
            CollisionRectangle = _colRect;

            render.Update(gameTime, entityState);

            Velocity  = inputReader.ReadInput();
            Velocity *= 4;

            if (Velocity == Vector2.Zero)
            {
                entityState = Enums.EntityState.idle;
            }
            else
            {
                entityState = Enums.EntityState.walking;
                if (Velocity.Y != 0)
                {
                    entityState = Enums.EntityState.jumping;
                }
            }

            Velocity = new Vector2(Velocity.X, Velocity.Y + 4);

            //If jumping, we need to boost our velocity
            if (entityState == Enums.EntityState.jumping && canJump)
            {
                Velocity = new Vector2(Velocity.X, Velocity.Y - 15);
                //canJump = false; //maakte een bug, dus floaty
            }
        }