public void powerAttack(Vector2 target){
		if(powerCoolDown!=0 || knockedOut) return;
		if(aiming && aimTime>aimMax)
			superAttack();
		else{
			aimTime = 0;
			switch (powerType){
			case DARKMAGIC:
			case ELECTRO:
			case FIRE: 
			case ICE:
			case ROCK:
				main.addObject(shoot(target));
				powerCoolDown = DEFAULT_COOLDOWN * .1f;
				break;
			default:
				break;
			}
		}
		
		addTransAnimation(Anim.ATTACKING);
	}