private void BulletBorderCollisions( Bullet bullet )
        {
            Rectangle levelBorder = m_level.GetLevelRectangle();

            Rectangle bulletSpriteBox = bullet.GeneralSpriteBox;
            if (bulletSpriteBox.Left <= levelBorder.Left || bulletSpriteBox.Right >= levelBorder.Right ||
                bulletSpriteBox.Top <= levelBorder.Top || bulletSpriteBox.Bottom >= levelBorder.Bottom)
                bullet.Alive = false;
        }
        //Find the objects that are within the bullets partition space and intersecting the partition space
        //Go through all these objects, if a collision is found then set the bullet to no longer be alive so it is removed from
        //the ships list of alive bullets
        private void BulletAsteroidCollisions(Bullet bullet)
        {
            List<LinkedList<Asteroid>> boundAsteroids = m_level.GetAsteroidPartitionTree().GetPartitionItems(bullet.GeneralSpriteBox);

            if (boundAsteroids.Count > 0)
            {
                foreach (LinkedList<Asteroid> asteroids in boundAsteroids)
                {
                    foreach (Asteroid asteroid in asteroids)
                    {
                        if (bullet.GeneralSpriteBox.Intersects(asteroid.GeneralSpriteBox))
                            bullet.Alive = false;
                    }
                }
            }
        }
        private void BulletPlayerCollision(Bullet bullet)
        {
            if (bullet.GeneralSpriteBox.Intersects(m_player.GeneralSpriteBox))
            {
                bullet.Alive = false;

                //Currently Main is the temporary Screen handler that will handle
                //Game over, Level restart etc... In the future we should use an actual screen handler
                m_gameManager.GameOver();
            }
        }
        private void BulletEnemyCollisions( Bullet bullet )
        {
            LinkedList<EnemyShip> enemyShips = m_level.GetEnemyShipList();

            foreach (EnemyShip enemyShip in enemyShips)
            {
                if (bullet.GeneralSpriteBox.Intersects(enemyShip.GeneralSpriteBox) && bullet.Alive)
                {
                    if (PixelIntersects(bullet, enemyShip))
                    {
                        bullet.Alive = false;
                        enemyShip.IsAlive = false;
                    }
                }
            }
        }