private void checkHit(int aoe) 
    {
        // Enemy e = (Enemy) getOneIntersectingObject(Enemy.class);
        List<Enemy> hit = getObjectsInRange(10,Enemy.class);
        if ( hit.size() != 0 && hit.get(0) == target)
        {
            List<Enemy> temp = getObjectsInRange(aoe/2,Enemy.class);
            for (int i = 0; i < temp.size();i++)
            {           
                Enemy x = temp.get(i);
                if (x!= null)
                {
                    x.damage(power, elementId); 
                }
            }
            m.addObject (new Explosion (aoe), this.getX(), this.getY());
            active = false ; //removes the object in the world
        }
        if(m.withinField(this.getX(), this.getY()) == false )
        {
            active = false; 
        }
    }