void BaseLevel::createEnemies(){
	SpriteFrameCache::getInstance()->addSpriteFramesWithFile("enemies.plist", "enemies.png");
	auto _gameBatchNode1 = SpriteBatchNode::create("enemies.png");
	addChild(_gameBatchNode1);
	auto enemyLayer = _map->getLayer("enemies");
	auto layerSize = enemyLayer->getLayerSize();
	for (int i = 0; i < layerSize.width; i++){
		for (int j = 0; j < layerSize.height; j++){
			auto GID = enemyLayer->getTileGIDAt(Point(i, j));
			if (GID != 0) {
				auto enemy = EnemyFactory::getInstance()->getEnemy(GID);
				enemy->setPosition(tileCoordinateToCocosPosition(layerSize, Point(i, j)));
				_gameBatchNode1->addChild(enemy);
			}
		}
	}
	//descarta esta capa
	enemyLayer->getParent()->removeChild(enemyLayer);
}

Point BaseLevel::tileCoordinateToCocosPosition(Size layerSize, Point tileCoordinate){
	//anchor point (0.5 0.5) -> layerSize.width / 2
	float x = floor(layerSize.width / 2 * getScaleX() + tileCoordinate.x * _map->getTileSize().width * getScaleX());
	//recuerda que el eje Y esta invertido
	float y = floor(layerSize.height / 2 * getScaleY() + (layerSize.height-tileCoordinate.y) * _map->getTileSize().height * getScaleY());
	//return a cocos 2d position
	return Point(x, y);
}