public void CollideCircleCircle(int entityOne, Vector3 positionOne, ComponentCollisionCircle circleOne, int entityTwo, Vector3 positionTwo, ComponentCollisionCircle circleTwo)
        {
            float diffX = positionOne.X - positionTwo.X;
            float diffY = positionOne.Z - positionTwo.Z;

            float minDistance = circleOne.Radius() + circleTwo.Radius();

            float distance = (float)Math.Sqrt(Math.Pow(diffX, 2) + Math.Pow(diffY, 2));

            if (distance < minDistance)
            {
                collisionManager.CollisionDetected(entities[entityOne], entities[entityTwo]);
            }
        }