// Adds an Entity to the Entity List
 public void AddEntity(BaseCharacter entity)
 {
     if (entity != null)
     {
         m_entityList.Add(entity);
     }
 }
        public virtual void HandleCollision(BaseCharacter entity)
        {
            //if (this.Bounds.Intersects(entity.Bounds))
            //{
            //     entity.m_tintColor = Color.Red;
            //}
            //else
            //{
            //    entity.m_tintColor = Color.White;
            //}

            Player CroPlayer = null;
            if (this.Name == "Cro")
            {
                CroPlayer = EntityManager.m_croPlayer;
            }

            if (CroPlayer != null)
            {
                // Check to see if the bounding rectangles of both entities are intersecting with the bottom animation.
                if (this.Bounds.Intersects(entity.Bounds))
                {
                    // Creating a Spritebatch and RenderTarget2D to facilitate perpixel collision for the animation.
                    SpriteBatch spriteBatch = EntityManager.m_spriteBatch;
                    RenderTarget2D theRenderTargetBottom = null;
                    RenderTarget2D theRenderTargetTop = null;

                    theRenderTargetBottom = new RenderTarget2D(EntityManager.m_graphics, CroPlayer.BottomAnimation.Animation.FrameWidth, CroPlayer.BottomAnimation.Animation.FrameHeight);
                    theRenderTargetTop = new RenderTarget2D(EntityManager.m_graphics, CroPlayer.TopAnimation.Animation.FrameWidth, CroPlayer.TopAnimation.Animation.FrameHeight);

                    EntityManager.m_graphics.SetRenderTarget(theRenderTargetBottom);
                    EntityManager.m_graphics.SetRenderTarget(theRenderTargetTop);

                    EntityManager.m_graphics.Clear(Color.Transparent);

                    spriteBatch.Begin();
                    Rectangle source = new Rectangle(CroPlayer.BottomAnimation.FrameIndex * CroPlayer.BottomAnimation.Animation.FrameWidth, 0, CroPlayer.BottomAnimation.Animation.FrameWidth, CroPlayer.BottomAnimation.Animation.Texture.Height);
                    spriteBatch.Draw(CroPlayer.BottomAnimation.Animation.Texture, Vector2.Zero, source, Color.White, 0.0f, Vector2.Zero, 1.0f, CroPlayer.Flip, 0.0f);
                    spriteBatch.Draw(CroPlayer.TopAnimation.Animation.Texture, Vector2.Zero, source, Color.White, 0.0f, Vector2.Zero, 1.0f, CroPlayer.Flip, 0.0f);
                    spriteBatch.End();

                    EntityManager.m_graphics.SetRenderTarget(null);

                    // Take the texture data for both entities and put them into colour arrays.
                    Color[] entityData = new Color[theRenderTargetBottom.Width * theRenderTargetBottom.Height];
                    theRenderTargetBottom.GetData(entityData);
                    Color[] entityData2 = new Color[entity.Texture.Width * entity.Texture.Height];
                    entity.Texture.GetData(entityData2);

                    // Pass in the texture data and bounds of both entites in collision.
                    if (IntersectPixels(this.Bounds, entityData, entity.Bounds, entityData2) == true)
                    {
                        // Change colour to red if there is a hit.
                        entity.m_tintColor = Color.Red;
                    }
                    else
                    {
                        // Leave it as/change it back to white if there is no collision.
                        entity.m_tintColor = Color.White;
                    }
                }
            }
        }
 // Removes an Entity from the Entity List
 public void RemoveEntity(BaseCharacter entity)
 {
     if (entity != null)
     {
         m_entityList.Remove(entity);
     }
 }