private void LoadExplosionImage(Explosion explosion)
 {
     if (explosion.Image == null)
     {
         explosion.LoadImage(this.Explosion[0]);
     }
 }
        private void CheckForProjectileHits()
        {
            foreach (var projectile in this.Projectiles)
            {
                if (this.Player.Intersects(projectile.Bounds))
                {
                    if (projectile is Arrow)
                    {
                        this.Player.RespondToAttack(projectile.Damage);
                        projectile.IsAlive = false;
                        continue;
                    }
                }
                foreach (var enemy in this.Enemies)
                {
                    if (enemy.Intersects(projectile.Bounds))
                    {
                        if (projectile is Fireball)
                        {
                            Explosion explosion;
                            if (projectile.Direction == Direction.Right)
                            {
                                explosion = new Explosion((int)projectile.Position.X + projectile.Width, (int)projectile.Position.Y - projectile.Height, projectile.Damage);
                            }
                            else
                            {
                                explosion = new Explosion((int)projectile.Position.X - projectile.Width , (int)projectile.Position.Y - projectile.Height, projectile.Damage);
                            }

                            projectile.IsAlive = false;
                            this.Explosions.Add(explosion);
                            this.LoadExplosionImage(explosion);
                        }
                        else if (enemy.Intersects(projectile.Bounds) && projectile is Arrow == false)
                        {
                            enemy.RespondToAttack(projectile.Damage);
                            this.OrcHurt.Play();
                            projectile.IsAlive = false;
                        }
                    }
                }
            }
        }