/// <summary>
        /// Handles creating the collision box for the weapon.
        /// </summary>
        /// <param name="playerID">Player's EntityID</param>
        /// <param name="weaponID">Weapon's EntityID</param>
        private void CreateWeaponCollision(uint playerID, uint weaponID)
        {
            uint        roomID          = _positionComponent[playerID].RoomID;
            Collideable weaponCollision = new Collideable {
                EntityID = weaponID, RoomID = roomID
            };
            Facing facing = (Facing)_game.SpriteAnimationComponent[playerID].CurrentAnimationRow;

            Vector2 position = updatePositionByFacing(_positionComponent[playerID], facing, 32);

            RectangleBounds rb = new RectangleBounds((int)position.X, (int)position.Y, 64, 64);

            weaponCollision.Bounds = rb;
            _collisionComponent.Add(weaponCollision.EntityID, weaponCollision);
        }