public void CreateEnemies()
        {
            int SpawnMultiplier = 0;

            //crashes if enemies over the top of each other?
            for (int i = 0; i < EnemiesToSpawn; i++)
            {
                EnemySpawnX = SpawnMultiplier * (int)(EnemySize * 1.2);

                BasicEnemies Enemy = new BasicEnemies
                {
                    X    = EnemySpawnX,
                    Y    = EnemySpawnY,
                    Size = 50,
                };

                SpawnMultiplier++;

                //500 being an arbitrary number
                //Change 500 to screen. width - enemy size * 5 or something
                if (EnemySpawnX >= 300)
                {
                    EnemySpawnY    += (int)(Enemy.Size * 1.2);
                    SpawnMultiplier = 0;
                }

                BasicEnemies.Add(Enemy);
            }
        }
 public bool IsColliding(Bullet rect1, BasicEnemies rect2)
 {
     if (rect1.X < rect2.X + rect2.Size &&
         rect1.X + rect1.Size > rect2.X &&
         rect1.Y < rect2.Y + rect2.Size &&
         rect1.Y + rect1.Size > rect2.Y)
     {
         return(true);
     }
     else
     {
         return(false);
     }
 }
        private void CollisionDetection()
        {
            for (int i = 0; i < PlayerBullet.Count; i++)
            {
                Bullet PlayerBulletTemp = PlayerBullet[i];

                for (int b = 0; b < BasicEnemies.Count; b++)
                {
                    BasicEnemies EnemyTemp = BasicEnemies[b];

                    if (IsColliding(PlayerBulletTemp, EnemyTemp))
                    {
                        EnemySpeed += .1f;
                        CurrentScore++;

                        BasicEnemies.Remove(EnemyTemp);
                        PlayerBullet.Remove(PlayerBulletTemp);
                    }
                }
            }
        }