public static IEnumerable<NPC> GenerateEnemies()
 {
     if (AllObjects.Count(gameObj => gameObj is NPC) < 10)
     {
         int rnd;
         for (int i = 0; i < Constants.ENTITIES_DEFAULT_COUNT; i++)
         {
             rnd = RandomInstance.Next(0, 2);
             EnemyType enemyType = EnemyType.Mindless;
             switch (RandomInstance.Next(0, 6))
             {
                 case 0:
                     enemyType = EnemyType.Zombie;
                     break;
                 case 1:
                     enemyType = EnemyType.Ghoul;
                     break;
                 case 2:
                     enemyType = EnemyType.Skeleton;
                     break;
                 case 3:
                     enemyType = EnemyType.Warrior;
                     break;
                 case 4:
                     //enemyType = EnemyType.Butcher;
                     break;
                 case 5:
                     enemyType = EnemyType.Mindless;
                     break;
             }
             NPC generatedNPC = new NPC(Constants.ENTITY_DEFAULT_TEXTURE, enemyType)
             {
                 Position = rnd == 1 ? Constants.ENTITY_LEFT_POSITION : Constants.ENTITY_RIGHT_POSITION,
                 Direction = rnd == 1 ? MoveDirection.Left : MoveDirection.Right,
                 Speed = (float)RandomInstance.Next(3, 7) / 10
             };
             yield return generatedNPC;
         }
     }
 }
 public static NPC GenerateEnemy(float x, float y, EnemyType type)
 {
     NPC generatedNPC = new NPC(Constants.ENTITY_DEFAULT_TEXTURE, type)
     {
         Position = new Vector2(x, y),
         Speed = 1
     };
     return generatedNPC;
 }