public void CheckWithEachOther(Sprite sprite1, List<Sprite> sprites, int deltaTime)
        {
            foreach (Sprite sprite2 in sprites)
            {
                if (sprite1 == sprite2) continue;
                Vector2 dst1 = sprite1.Position + new Vector2(sprite1.Width / 2, sprite1.Height / 2) + sprite1.Velocity * deltaTime;
                Vector2 dst2 = sprite2.Position + new Vector2(sprite2.Width / 2, sprite2.Height / 2) + sprite2.Velocity * deltaTime;
                Vector2 dstBetween = dst1 - dst2;

                if (Math.Abs(dstBetween.Y) <= sprite1.Height / 2 + sprite2.Height / 2 && Math.Abs(dstBetween.X) <= sprite1.Width / 2 + sprite2.Width / 2)
                {
                    sprite2.Collide();
                    sprite1.Velocity = Vector2.Normalize(dstBetween) * sprite1.Velocity.Length();
                    Game1.soundPlayer.PlaySoundEffect("collideins");
                }
            }
        }
        public void CheckWithScreenBounds(Sprite sprite)
        {
            Vector2 dst = sprite.Position + sprite.Velocity;

            if (sprite.Velocity.X < 0 && dst.X <= 0)
            {
                sprite.CollisionV += new Vector2(1, 0);
                Game1.soundPlayer.PlaySoundEffect("collideins");
            }

            if (sprite.Velocity.X > 0 && dst.X + sprite.Texture.Width > ScreenWidth)
            {
                sprite.CollisionV += new Vector2(-1, 0);
                Game1.soundPlayer.PlaySoundEffect("collideins");
            }

            if (sprite.Velocity.Y < 0 && dst.Y <= 0)
            {
                sprite.CollisionV += new Vector2(0, 1);
                Game1.soundPlayer.PlaySoundEffect("collideins");
            }

            if (sprite.Velocity.Y > 0 && dst.Y + sprite.Texture.Height > ScreenHeight)
            {
                sprite.CollisionV += new Vector2(0, -1);

            }
        }
 public SpriteController(Sprite sprite)
 {
     m_sprite = sprite;
 }