void CollisionsWithCollectables(GameTime gameTime)
        {
            Rectangle playerRect = new Rectangle((int)player.playerOffsetPosition.X, (int)player.playerOffsetPosition.Y, player.playerTexture.Width, player.playerTexture.Height);

            for (int i = collectables.Count - 1; i >= 0; i--)
            {
                Rectangle collectRect = new Rectangle((int)(collectables[i].collectOffsetPosition.X), (int)(collectables[i].collectOffsetPosition.Y), collectables[i].collectTexture.Width, collectables[i].collectTexture.Height);

                if (Rectangle.Intersect(playerRect, collectRect) != Rectangle.Empty)
                {
                    //figure out what this does for our player
                    switch (collectables[i].collectType)
                    {
                        case Collectable.CollectType.BIKE:
                            speedTimer = new Timer(0, 10);
                            highSpeed = true;
                            break;
                        case Collectable.CollectType.HPLGE:
                            player.UpdateHealth(50, true);
                            break;
                        case Collectable.CollectType.HPSML:
                            player.UpdateHealth(20, true);
                            break;
                        case Collectable.CollectType.WIFI:
                            player.playerWifi += 1;
                            break;
                        default:
                            //assume points!
                            player.playerScore += 25;
                            break;

                    }

                    collectables.RemoveAt(i);
                    break;
                }
            }
        }
        public void ResetGameValues()
        {
            //basics
            TimerBegin = 0;
            highSpeed = false;

            //background
            background = new Background(backTexture, backEndTexture, new Vector2(0, 0), secondsToComplete, scrollSpeed);

            //player
            player = new Player(playerTexture, new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2), WifiNeeded);

            LostFromWifi = false;

            //collectables, enemies, obstacles
            enemies = new List<Enemy>();
            obstacles = new List<Obstacle>();
            collectables = new List<Collectable>();
            collectableSpawns = new List<CollectableSpawnDetail>();
            enemyspawntime = 5.0f;
            enemyspawncooldown = 0.0f;
            obstaclespawntime = 12.0f;
            obstaclespawncooldown = 0.0f;
            AddSpawnCollectables(Collectable.CollectType.WIFI, collectWifiSpawnCount);
            AddSpawnCollectables(Collectable.CollectType.POINTS, collectPointsSpawnCount);
            AddSpawnCollectables(Collectable.CollectType.HPSML, collectHPSmlSpawnCount);
            AddSpawnCollectables(Collectable.CollectType.HPLGE, collectHPLgeSpawnCount);
            AddSpawnCollectables(Collectable.CollectType.BIKE, collectBikeSpawnCount);

            //=============================================================
            //Timer
            speedTimer = new Timer(0, 0); //create a speed timer but don't leave it active
            speedTimer.TimerEnd = true;
            //=============================================================
        }