bool Player::onContactEnemy(Node* node1, Node* node2){
	if (areThisTwoTypes(node1, node2, PLAYER_TAG, ENEMY_TAG)){
		Player * player = nullptr;
		Enemy* enemy = nullptr;
		if (node1->getTag() == PLAYER_TAG){
			player = dynamic_cast(node1);
			enemy = dynamic_cast(node2);
		}
		else{
			player = dynamic_cast(node2);
			enemy = dynamic_cast(node1);
		}
		

		if (!player->_grounded && enemy->getCurrentAnimation() != Enemy::Animations::DEAD){
			//mata al enemigo
			enemy->setCurrentAnimation(Enemy::Animations::DEAD);
			player->getPhysicsBody()->setVelocity(Point(0, 500));
			enemy->getPhysicsBody()->setVelocity(Point(0, 400));
			enemy->setGrouned(false);
			enemy->getPhysicsBody()->setGravityEnable(true);
		}
		else if (!player->_grounded && enemy->getCurrentAnimation() == Enemy::Animations::DEAD){
			//no colisiones con el enemigo, ya esta muerto.
			return false;
		}
		else if (enemy->getCurrentAnimation() != Enemy::Animations::DEAD){
			//mata al jugador
			player->_dead = true;
			player->getPhysicsBody()->setVelocity(Point(0, 400));
			player->getPhysicsBody()->setGravityEnable(true);
			//no colisiones con el enemigo, ya esta muerto el jugador.
			return false;
		}
	}
	return true;
}