public void checkEnemyCollision() {
   for (Enemy e : enemyList) {
     if (e.getOnScreen()) { // can be removed later on
       // goes through all the enemies and checks if they collide
       if (e.checkCollision(e.getPics().get(e.getCounter()), player1)) {
         if (player1.getInvi() == false) {
           // If the player is not invisble then you get spiked.
           if (player1.getVelocity() > 0) { // if the player hits it from the bottom
             player1.setSpikeVelo();
             loseCoins();
           } else {
             player1.setVelo(
                 50); // if the player is on top instead the player bounces off the enemy
             if (musicOn) {
               bounce.play();
             }
           }
         }
         eRemove.add(e); // once we hit, we remove the enemy
       }
     } else {
       eRemove.add(e); // if the enemy goes of the screen, we remove
     }
   }
   for (Enemy e : eRemove) {
     poofList.add(new Poof(e.getX(), e.getY(), 1)); // removes all the enemies
     enemyList.remove(e);
   }
   eRemove = new ArrayList<Enemy>();
 }
 public void drawEnemy(Graphics g) {
   Graphics2D g2d = (Graphics2D) g;
   for (Enemy i : enemyList) {
     if (i.getFlip()) {
       g2d.drawImage(
           i.getPics().get(i.getCounter()),
           i.getX() + i.getWidth(),
           i.getY(),
           -i.getWidth(),
           i.getHeight(),
           null); // flips the image if the flip is true
     } else {
       g.drawImage(
           i.getPics().get(i.getCounter()), i.getX(), i.getY(), i.getWidth(), i.getHeight(), null);
     }
     i.count();
     i.setDirection();
     i.move();
   }
 }
  public void checkPupCollision() {
    // pretty much the same thing as before, however it alsoe does the powerup effects
    for (Powerup p : pupList) {
      if (p.getOnScreen()) { // can be removed later on
        if (p.checkCollision(player1)) {
          pupRemove.add(p);
          player1.setPower(p.getType());
          player1.setVelo(50);
        }
      } else {
        pupRemove.add(p);
      }
    }
    if (player1.getPower().equals("Lucky")) { // changes everything to stars
      for (Coin c : coinList) {
        starList.add(new Star(c.getX(), c.getY(), 2));
        cRemove.add(c);
      }
      for (Box b : boxList) {
        starList.add(new Star(b.getX(), b.getY(), 2));
        bRemove.add(b);
      }
      for (Enemy e : enemyList) {
        starList.add(new Star(e.getX(), e.getY(), 2));
        eRemove.add(e);
      }
    } else if (player1.getPower().equals("Magnet")) { // moves the coins towards the player
      for (Coin c : coinList) {
        c.moveTowards(player1);
      }
    } else { // else do nothing

    }
    for (Powerup p : pupRemove) {
      poofList.add(new Poof(p.getX(), p.getY(), 2));
      pupList.remove(p);
    }
    pupRemove = new ArrayList<Powerup>();
  }