public void collisionCheck(){
		if(bulletsInRoom.size() >0){
			bullets = new CopyOnWriteArrayList<Bullet>(bulletsInRoom);
			for(Bullet b: bullets){
				b.updateBounds();
				if(enemylist.size()>0){
					enemies = new CopyOnWriteArrayList<Enemy>(enemylist);
					for(Enemy e: enemies){
						if(b.bounds.intersects(e.enemyBounds)&&(b.playerBullet==true)){
							e.energy = e.energy - b.dealDamage();
							window.pistolHit.start();
							SpecialEffect se = new SpecialEffect(2);
							se.setPos(e.getX()/32, e.getY()/8);
							se.setNotLooping();
							window.activeLevel.specialEffects.add(se);
							panel.actionMessages.add(new ActionMessage(panel,"Enemy hit"));
							bulletsInRoom.remove(b);
						}
					}
				}
				if(b.bounds.intersects(player.playerBounds)&&b.playerBullet==false){
					player.energy = player.energy - 0.5f;
					window.pistolHit.start();
					SpecialEffect se = new SpecialEffect(2);
					se.setPos(player.getX()/32, player.getY()/8);
					se.setNotLooping();
					window.activeLevel.specialEffects.add(se);
					window.panel.actionMessages.add(new ActionMessage(window.panel,"Player hit"));
					bulletsInRoom.remove(b);
				}
			}
		}
	}