void SceneManagerDungeon::SpawnEnemy(MapEventEnemy* event, Enums::EnemyTypes type, float x, float y)
{
    sf::Sprite sprite;
    Texture* tex;
    switch(type)
    {
    case Enums::EnemyDefault:
    case Enums::EnemyChest:
        tex = TextureList::getTexture(TextureList::EnemySpriteSheet);
        break;
    case Enums::EnemyBoss:
        tex = TextureList::getTexture(TextureList::BossSpriteSheet);
    }
    sprite.setTexture(*tex);
    sprite.setTextureRect(sf::IntRect(0,0,32,32));
    Node* enemy = new AnimatedNode(&sprite, tex->GetNumberAnimationSteps());
    switch(type)
    {
    case Enums::EnemyDefault:
    case Enums::EnemyChest:
        enemy->setBoundingBox(sf::FloatRect(4.0f,16.0f,20.0f,16.0f));
        break;
    case Enums::EnemyBoss:
        enemy->setBoundingBox(sf::FloatRect(0.0f,0.0f,32.0f,32.0f));
    }
    m_eventLayer->addChild(enemy);

    sf::Transform enemyTransform;
    //Place Enemy at Position
    enemyTransform.translate(x, y);
    enemy->setTransform(enemyTransform);

    std::vector<Entity*>* enemies = new std::vector<Entity*>();

    Entity* e;
    switch(type)
    {
    case Enums::EnemyDefault:
        for(int i = 0; i < m_dungeonConfig->GetNrEnemies(); i++)
        {
            e = m_dungeonConfig->GetDungeonEnemy(m_lvlId);
            e->SetTeamId(1);
            enemies->push_back(e);
        }
        break;
    case Enums::EnemyBoss:
        {
            int nrAdds = 0;
            for(; nrAdds < m_dungeonConfig->GetNrBossAdds() / 2; nrAdds++)
            {
                e = m_dungeonConfig->GetDungeonEnemy(m_lvlId);
                e->SetTeamId(1);
                enemies->push_back(e);
            }
            e = m_dungeonConfig->GetDungeonBoss(m_lvlId);
            e->SetTeamId(1);
            enemies->push_back(e);
            for(; nrAdds < m_dungeonConfig->GetNrBossAdds(); nrAdds++)
            {
                e = m_dungeonConfig->GetDungeonEnemy(m_lvlId);
                e->SetTeamId(1);
                enemies->push_back(e);
            }
        }
        break;
    case Enums::EnemyChest:
        for(int i = 0; i < m_dungeonConfig->GetNrEnemies() + 1; i++)
        {
            e = m_dungeonConfig->GetDungeonEnemy(m_lvlId + 2);
            e->SetTeamId(1);
            enemies->push_back(e);
        }
        break;
    }

    event->Init(&m_map, enemy, enemies);
}