public void Execute()
        {
            firstEntity.Location         = new Vector2(firstEntity.Location.X, firstEntity.Location.Y - collision.Overlap.Height);
            collision.FirstEntity.Hitbox = new Rectangle((int)firstEntity.Location.X, (int)firstEntity.Location.Y, collision.FirstEntity.Hitbox.Width, collision.FirstEntity.Hitbox.Height);
            IPhysics physicsFirstEntity = (IPhysics)firstEntity;

            physicsFirstEntity.Velocity = new Vector2(physicsFirstEntity.Velocity.X, 0);
            if (secondEntity.BumpState is BumpedBlockState)
            {
                firstEntity.Bounce();
            }
        }
 public void Execute()
 {
     firstEntity.Location         = new Vector2(firstEntity.Location.X, firstEntity.Location.Y - collision.Overlap.Height);
     collision.FirstEntity.Hitbox = new Rectangle((int)firstEntity.Location.X, (int)firstEntity.Location.Y, collision.FirstEntity.Hitbox.Width, collision.FirstEntity.Hitbox.Height);
     firstEntity.Bounce();
 }