public void checkEnemyAttackCollision(){
		for(Character c1 : characters){
			if(c1 instanceof EnemyCharacter){
				EnemyCharacter enemy = (EnemyCharacter) c1;
				
				if(c1.isAttacking()){
					Ellipse2D.Double attackArea = null;

					if(enemy.getDirection() == "up"){
						attackArea = new Ellipse2D.Double(
								enemy.getX(),
								enemy.getY() - enemy.getWidth()/2, 
								enemy.getWidth(), 
								enemy.getHeight());
					}else if(enemy.getDirection() == "down"){
						attackArea = new Ellipse2D.Double(
								enemy.getX(),
								enemy.getY() + enemy.getWidth()/2 ,
								enemy.getWidth(), 
								enemy.getHeight());
					}else if(enemy.getDirection() == "left"){
						attackArea = new Ellipse2D.Double(
								enemy.getX() - enemy.getWidth()/2,
								enemy.getY(),  
								enemy.getWidth(),
								enemy.getHeight());	
					}else
					{
						attackArea = new Ellipse2D.Double(
								enemy.getX() + enemy.getWidth()/2 , 
								enemy.getY(),  
								enemy.getWidth(), 
								enemy.getHeight());
					}
					

					if(attackArea.intersects(player.getBounds())){
						// Hit!! play a enemy/player hurt sound
						int thisDamage = (int)(enemy.getSpeed()-((enemy.getSpeed()*(player.getArmorRating()/100))));
						player.setHealth(player.getHealth()-thisDamage);
						pushCharacter(enemy,player, enemy.getSpeed());
						System.out.println("Target health: " + player.getHealth() );

						enemy.setAttacking(false);
					}else{
						// Missed! play only sword swing or whatever
					}
				}
			}
		}
	}