private void HorizontalCollision(GameTime gameTime, float elapsed)
{
Vector2 change = SimulationState.Velocity.X * Vector2.UnitX * elapsed;
change.X = MathHelper.Clamp(change.X, -(Tile.Width), Tile.Width);
SimulationState.Position += change;
SimulationState.Position = new Vector2((float)Math.Round(SimulationState.Position.X), SimulationState.Position.Y);
HandleCollisions(CollisionDirection.Horizontal, gameTime);
}