public override void Update(float deltaTime) { for (int i = 0; i < Aspect.EntityCount; ++i) { Rectangle bounds = transforms[i].Bounds; Collider collider = colliders[i]; if (collider.Group == ColliderGroup.Bullet && !this.bounds.Contains(bounds) && !this.bounds.Intersects(bounds)) { EntityWorld.DestroyEntity(Aspect.Entities[i]); } } renderUtil.AddForDrawing(bounds); }