public static void EnemyBlockCollision(IEnemy enemy, Block block, Vector2 direction)
        {
            if (block.BlockState is KillBlockState) {
                enemy.Remove();
                return;
            }

            direction.Normalize();

            Vector2 newPosition = new Vector2();
            if (direction.X < Utility.ZERO)
            {
                newPosition = new Vector2(block.Position.X + block.Bounds.Width + 1, enemy.Position.Y);
            }
            else if (direction.X > Utility.ZERO)
            {
                newPosition = new Vector2(block.Position.X - enemy.Bounds.Width - 1, enemy.Position.Y);
            }
            else if (direction.Y < Utility.ZERO)
            {
                newPosition = new Vector2(enemy.Position.X, block.Position.Y - enemy.Bounds.Height);
            }
            else if (direction.Y > Utility.ZERO)
            {
                newPosition = new Vector2(enemy.Position.X, block.Position.Y + block.Bounds.Height);
            }
            if (Vector2.Subtract(enemy.Position, newPosition).Length() > block.Bounds.Width / Utility.CAMERA_SCALE) return;
            enemy.Position = newPosition;

            //falling behavior
            if (direction.Y < Utility.ZERO)
            {
                enemy.OnGround = true;
                enemy.Velocity *= Vector2.UnitX;
            }

            //turnaround behavior
            if (Math.Abs(direction.X) > Utility.ZERO)
            {
                enemy.Velocity *= new Vector2(-Utility.ONE, Utility.ONE);
            }
        }