/**
   * Returns a enemy spaceship
   *
   * @param type corresponds to the type of spaceship involved, 1 being the lowest and 3 the
   *     highest.
   * @return spaceship
   */
  public SpaceShip getEnemie(int type, Track t, Context context) {
    Random rand = new Random();

    SpaceShip enemy = null;
    Bitmap image = null;
    switch (type) {
      case 1:
        enemy = new SpaceShipLow(world, t, true, context);
        Weapon missile = new Missile(world, true, context);
        missile.setNbrAmmo(Integer.MAX_VALUE);
        enemy.addWeapon(missile);
        enemy.setWeapon(missile.getName());
        image = Utils.createImage(context, R.drawable.weaponmissile);
        // .getSubimage(80, 0, 80, 80);
        break;
      case 2:
        enemy = new SpaceShipMiddle(world, t, true, context);
        Weapon fireball = new FireBall(world, true, context);
        fireball.setNbrAmmo(Integer.MAX_VALUE);
        enemy.addWeapon(fireball);
        enemy.setWeapon(fireball.getName());
        image = Utils.createImage(context, R.drawable.weaponfireball);
        // .getSubimage(80, 0, 80, 80);
        break;
      case 3:
        enemy = new SpaceShipHigh(world, t, true, context);
        Weapon missile2 = new Missile(world, true, context);
        missile2.setNbrAmmo(Integer.MAX_VALUE);
        enemy.addWeapon(missile2);
        enemy.setWeapon(missile2.getName());
        image = Utils.createImage(context, R.drawable.weaponshibooleet);
        // .getSubimage(80, 0, 80, 80);
        break;
    }
    enemy.setPosition(new Vec2(rand.nextInt(Constant.WIDTH) - 100, 100));
    if (true) { // rand.nextInt(10) == 1
      Bonus bonus =
          new Bonus(world, enemy.getWeaponCurrent().getName(), rand.nextInt(50), image, context);
      enemy.setBonus(bonus);
    }
    return enemy;
  }