private void checkHit() 
    {
        // Enemy e = (Enemy) getOneIntersectingObject(Enemy.class);
        List<Enemy> hit = getObjectsInRange(10,Enemy.class);
        if ( hit.size() != 0 && hit.contains (target) )
        {
            if (debuffList != null  ){
                for (int i = 0; i < this.debuffList.length; i++){

                    target.addDebuff(debuffList[i], 1, elementId, power);
                    //add this to the weapon class

                }
            }
            target.damage(power, elementId); 
            active = false ; //removes the object in the world]

        }
        if(m.withinField(this.getX(), this.getY()) == false )
        {
            active = false; 
        }

    }