public static bool EnemyWithParticleSystem(ParticleSystem system, Sprite enemy)
        {
            //Get the list of active particles' bounding spheres.
            List<BoundingSphere> pSpheres = system.GetActiveParticlesSpheres();

            //Check the particle spheres against the enemy's general bounding sphere

            foreach (BoundingSphere s in pSpheres)
                //If there is a collision
                if (s.Intersects(enemy.generalBoundingSphere))
                {
                    //Check the more detailed spheres
                    foreach (BoundingSphere es in enemy.boundingSphereList)
                        if (s.Intersects(es))
                            return true;
                }
            return false;
        }
 /// <summary>
 /// Allows a new particle system to be managed by the particle
 /// manager.
 /// </summary>
 /// <param name="psystem"></param>
 public void Register(ParticleSystem psystem)
 {
     //Remember the type of the passed particle system
     particleSystemTypes.Add(psystem.GetType());
     //Add the new particle system to the game's components
     game.Components.Add(psystem);
 }