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]); } }