public void Execute()
        {
            if (secondEntity.GetBlockState() is NotActivatedBlockState)
            {
                switch (collision.GetFirstEntityRelativePosition())
                {
                case CollisionConstants.Direction.Up:
                    firstEntity.SetLocation(new Vector2(firstEntity.GetLocation().X, firstEntity.GetLocation().Y + collision.GetOverlap().Height));
                    break;

                case CollisionConstants.Direction.Down:
                    if (firstEntity.GetMovementState() is MarioLeftJumpState || firstEntity.GetMovementState() is MarioRightJumpState)
                    {
                        secondEntity.Activate();
                    }
                    else
                    {
                        firstEntity.SetLocation(new Vector2(firstEntity.GetLocation().X, firstEntity.GetLocation().Y - collision.GetOverlap().Height));
                    }
                    break;

                case CollisionConstants.Direction.Left:
                    firstEntity.SetLocation(new Vector2(firstEntity.GetLocation().X + collision.GetOverlap().Width, firstEntity.GetLocation().Y));
                    break;

                case CollisionConstants.Direction.Right:
                    firstEntity.SetLocation(new Vector2(firstEntity.GetLocation().X - collision.GetOverlap().Width, firstEntity.GetLocation().Y));
                    break;
                }
            }
        }
 public void Execute()
 {
     if (collision.GetFirstEntityRelativePosition() is CollisionConstants.Direction.Down)
     {
         secondEntity.Activate();
     }
 }
 public void Execute()
 {
     if (!(firstEntity.GetConditionState() is SmallMarioState) && collision.GetFirstEntityRelativePosition() is CollisionConstants.Direction.Down)
     {
         Level.PlayerLevel.Instance.blockArray.Remove(secondEntity);
     }
 }
 public void Execute()
 {
     if (collision.GetFirstEntityRelativePosition() is CollisionConstants.Direction.Up && !(secondEntity.GetConditionState() is EnemyDefeatedState) && collision.GetOverlap().Height < 4)
     {
         firstEntity.SetLocation(new Vector2(firstEntity.GetLocation().X, firstEntity.GetLocation().Y - collision.GetOverlap().Height));
         secondEntity.TakeDamage();
     }
     else if (!(secondEntity.GetConditionState() is EnemyDefeatedState))
     {
         firstEntity.TakeDamage();
     }
 }
        public void Execute()
        {
            switch (collision.GetFirstEntityRelativePosition())
            {
            case CollisionConstants.Direction.Up:
                firstEntity.SetLocation(new Vector2(firstEntity.GetLocation().X, firstEntity.GetLocation().Y - collision.GetOverlap().Height));
                break;

            case CollisionConstants.Direction.Down:
                firstEntity.SetLocation(new Vector2(firstEntity.GetLocation().X, firstEntity.GetLocation().Y + collision.GetOverlap().Height));
                break;

            case CollisionConstants.Direction.Left:
                firstEntity.SetLocation(new Vector2(firstEntity.GetLocation().X - collision.GetOverlap().Width, firstEntity.GetLocation().Y));
                break;

            case CollisionConstants.Direction.Right:
                firstEntity.SetLocation(new Vector2(firstEntity.GetLocation().X + collision.GetOverlap().Width, firstEntity.GetLocation().Y));
                break;
            }
        }