private void dodgeManeuver(Bullet bullet) {
        Polygon path = new Polygon();
        double d = 25;
        double bullAngle = bullet.getRadian();
        double realAngle = Math.atan2(this.y-bullet.getY(), this.x-bullet.getX());
        if (bullAngle<0){
            bullAngle+=Math.PI*2;
        }
        if (realAngle<0){
            realAngle+=Math.PI*2;
        }

        path.addPoint((int)(bullet.getX()+Math.cos(bullAngle+Math.PI/2)*d), (int)(bullet.getY()+Math.sin(bullAngle+Math.PI/2)*d));
        path.addPoint((int)(bullet.getX()+Math.cos(bullAngle-Math.PI/2)*d), (int)(bullet.getY()+Math.sin(bullAngle-Math.PI/2)*d));
        path.addPoint((int)((bullet.getX()+Math.cos(bullAngle-Math.PI/2)*d)+Math.cos(bullAngle)*150), (int)((bullet.getY()+Math.sin(bullAngle-Math.PI/2)*d)+Math.sin(bullAngle)*150));
        path.addPoint((int)((bullet.getX()+Math.cos(bullAngle+Math.PI/2)*d)+Math.cos(bullAngle)*150), (int)((bullet.getY()+Math.sin(bullAngle+Math.PI/2)*d)+Math.sin(bullAngle)*150));

        if (path.contains(this.x, this.y)){
            if (bullAngle<realAngle){
                this.x+=Math.cos(bullAngle+Math.PI/2)*this.velocity;
                this.y+=Math.sin(bullAngle+Math.PI/2)*this.velocity;
            }
            else{
                this.x+=Math.cos(bullAngle-Math.PI/2)*this.velocity;
                this.y+=Math.sin(bullAngle-Math.PI/2)*this.velocity;
            }
        }
    }