public override void Collision(Mario mario)
        {
            IBlockState nextState;

            if (Context.Items?.Count > 0)
            {
                //release item and bump
                Context.Items.Peek().Execute();
                Context.Items.Dequeue();
                nextState = new BlockStateBump(Context, true);
            }
            else
            {
                //check mario's power state if normal bump else destroy
                if (mario.PowerState is MarioPowerStateNormal)
                {
                    nextState = new BlockStateBump(Context, false);
                }
                else
                {
                    nextState = new BrickBlockStateDestroyed(Context);
                }
            }

            Leave(nextState);
        }
        public override void Collision(Mario mario)
        {
            IBlockState nextState = new BlockStateBump(Context, true);

            Context.BlockState = nextState;
            Leave(nextState);
        }
        public override void Collision()
        {
            //collision by koopa shell
            IBlockState nextState = new BlockStateBump(Context, true);

            Context.BlockState = nextState;
            Leave(nextState);
        }
        public override void Collision()
        {
            IBlockState nextState;

            if (Context.Items?.Count > 0)
            {
                //release item and bump
                Context.Items.Peek().Execute();
                Context.Items.Dequeue();
                nextState = new BlockStateBump(Context, true);
            }
            else
            {
                nextState = new BlockStateBump(Context, false);
            }

            Leave(nextState);
        }