private void HandleAllCollisions()
        {
            List <Collidable> pParts   = Player.Parts.ConvertAll(p => (Collidable)p);
            List <Collidable> eParts   = Enemies.GetValues().Where(e => ((Enemy)e).IsActive).SelectMany(e => ((Enemy)e).Parts).ToList().ConvertAll(p => (Collidable)p);
            List <Collidable> pBullets = Projectiles.GetValues().Where(p => ((Projectile)p).Team != EntityConstants.GetStatsFromID(EntityConstants.TEAM, IDs.DEFAULT_ENEMY) && ((Projectile)p).IsActive).ToList().ConvertAll(p => (Collidable)p);
            List <Collidable> eBullets = Projectiles.GetValues().Where(p => ((Projectile)p).Team == EntityConstants.GetStatsFromID(EntityConstants.TEAM, IDs.DEFAULT_ENEMY) && ((Projectile)p).IsActive).ToList().ConvertAll(p => (Collidable)p);
            List <Collidable> eDrops   = Drops.GetValues().Where(d => ((Drop)d).IsActive).ToList().ConvertAll(p => (Collidable)p);

            colHandler.CheckCollisions(pParts, eParts);
            colHandler.CheckCollisions(pParts, eBullets);
            colHandler.CheckCollisions(pParts, eDrops);
            colHandler.CheckCollisions(eParts, pBullets);
        }