public void LaunchProjectileRight()
        {
            Enemy tempEnemy = (Enemy)mFriendlyActor.TargetQueue.PeekFirst();

            float tempDamage = CalculateDamage();
            PlayProjectileAudio(mFriendlyActor);
            Projectile tempProjectile;
            switch (tempEnemy.CreatureType)
            {
                case ObjectType.NECROMANCER:
                    tempProjectile = new Projectile(ObjectType.NECROMANCER_PROJECTILE, SpriteState.ATTACK_RIGHT, mFriendlyActor.Sprite.WorldPosition, Hostility.PROJECTILE,
                     mFriendlyActor.TargetQueue.PeekFirst(), mFriendlyActor, tempDamage, this.mContent);
                    break;
                case ObjectType.ARCANE_MAGE:
                    tempProjectile = new Projectile(ObjectType.ARCANE_MAGE_PROJECTILE, SpriteState.ATTACK_RIGHT, mFriendlyActor.Sprite.WorldPosition, Hostility.PROJECTILE,
                     mFriendlyActor.TargetQueue.PeekFirst(), mFriendlyActor, tempDamage, this.mContent);
                    break;
                case ObjectType.FIRE_MAGE:
                    tempProjectile = new Projectile(ObjectType.FIRE_MAGE_PROJECTILE, SpriteState.ATTACK_RIGHT, mFriendlyActor.Sprite.WorldPosition, Hostility.PROJECTILE,
                     mFriendlyActor.TargetQueue.PeekFirst(), mFriendlyActor, tempDamage, this.mContent);
                    break;

                case ObjectType.AXE_THROWER:
                    tempProjectile = new Projectile(ObjectType.AXE_THROWER_PROJECTILE, SpriteState.ATTACK_RIGHT, mFriendlyActor.Sprite.WorldPosition, Hostility.PROJECTILE,
                     mFriendlyActor.TargetQueue.PeekFirst(), mFriendlyActor, tempDamage, this.mContent);
                    break;

                default:
                    break;
            }
        }
        public void LaunchProjectileRightAtStructure()
        {
            Structure tempStructure = (Structure)mEnemyActor.TargetQueue.PeekFirst();

            float tempDamage = CalculateDamage();
            PlayProjectileAudio(mEnemyActor);
            Projectile tempProjectile;
            switch (mEnemyActor.CreatureType)
            {

                case ObjectType.BANSHEE:
                    tempProjectile = new Projectile(ObjectType.BANSHEE_PROJECTILE, SpriteState.ATTACK_RIGHT, mEnemyActor.Sprite.WorldPosition, Hostility.PROJECTILE,
                   mEnemyActor.TargetQueue.PeekFirst(), mEnemyActor, tempDamage, this.mContent);
                    break;

                case ObjectType.GOG:
                    tempProjectile = new Projectile(ObjectType.GOG_PROJECTILE, SpriteState.ATTACK_RIGHT, mEnemyActor.Sprite.WorldPosition, Hostility.PROJECTILE,
                  mEnemyActor.TargetQueue.PeekFirst(), mEnemyActor, tempDamage, this.mContent);
                    break;

                default:
                    break;
            }
        }