/// <summary>
        /// Determines all the projectiles targeting the given nightmare
        /// </summary>
        /// <param name="nmIndex">Index of the nightmare</param>
        /// <returns>A list containing all projectiles</returns>
        private List<Projectile> GetProjectiles(Nightmare nm)
        {
            List<Projectile> pList = new List<Projectile>();

            foreach (Projectile p in projectiles)
            {
                if (p.Target == nm)
                {
                    pList.Add(p);
                }
            }

            return pList;
        }
 public Projectile(Texture2D texture, Vector2 position, Nightmare target, Ability projectileAbility)
     : base(texture, position)
 {
     this.target = target;
     ProjectileAbility = projectileAbility;
 }
        /// <summary>
        /// Performs the following:
        /// 1)Removes all projectiles targeting the given nightmare.
        /// 2)All towers targeting this nightmare are set to NoTarget
        /// 3)Adds currency value of the nightmare to the player's wallet
        /// 4)Removes the nightmare from the level
        /// </summary>
        /// <param name="nightmareIndex"></param>
        private void DestroyNightmare(Nightmare nightmare)
        {
            Projectile p;

            foreach (Tower t in towers)
            {
                // All towers targeting this nightmare should reset their target
                if (t.Target == nightmare)
                {
                    t.Target = null;
                }
            }

            // All projectiles targeting this nightmare should be removed
            for (int index = projectiles.Count - 1; index >= 0; index--)
            {
                p = projectiles[index];

                // If projectile is targeting this nightmare
                if (p.Target == nightmare)
                {
                    projectiles.Remove(p);
                }
            }

            player.Wallet += nightmare.Bounty;
            nightmares.Remove(nightmare);
        }