public (float kx, float ky) GetCollisionTime(DynamicPhysicsComponent obj, PhysicsComponent other)
        {
            float px = Math.Abs(obj.WorldPosition.Center.X - other.WorldPosition.Center.X) - (obj.WorldPosition.halfsize.X + other.WorldPosition.halfsize.X);
            float py = Math.Abs(obj.WorldPosition.Center.Y - other.WorldPosition.Center.Y) - (obj.WorldPosition.halfsize.Y + other.WorldPosition.halfsize.Y);

            return(px, py);
        }
        public Particle(Vector2 coords) : base()
        {
            TTL = 15;
            var movable = new DynamicPhysicsComponent(this, coords, new Vector2(1))
            {
                Solid = false, Hittable = false, InverseMass = 10
            };

            Components.Add(movable);
            Components.Add(new GlowingRenderComponent(this)
            {
                Radius = 20
            });
        }