@Override
 public void execute() {
   for (GameObject object : myMasterList) {
     // TODO: make this a template list
     if (object.getIdentifier().getType().equals(myType)) {
       makeRandomObject(object);
     }
   }
 }
 public void makeRandomObject(GameObject object) {
   double x = (myUpperXBound - myLowerXBound) * r.nextFloat() + myLowerXBound;
   double y = (myUpperYBound - myLowerYBound) * r.nextFloat() + myLowerYBound;
   GameObject newObject = new GameObject(object, x, y, myType);
   newObject.setIdentifier(new Identifier(object.getIdentifier()));
   newObject.setPhysicsBody(new PhysicsBody(object.getPhysicsBody()));
   myRenderer.createAndAssignRenderedNode(newObject);
   myCurrentLevel.getGameObjectsCollection().add(newObject);
 }
  @Override
  protected void applyRender() {
    for (GameObject object : myGameObjects) {
      myRenderer.removeRenderedNode(object.getIdentifier());
      // Should add an action???... separate it into the condition?..
      // TODO myLevel.remove(object);

    }
  }