void Bullet::update()
{
	checkBulletsObjectsCollision();
	checkMapCollision();
	if (!m_bDying)
	{
		move();		
	}
	else
	{
		doDyingAnimation();
	}	
}
void RoofTurret::update()
    {
        if(!m_bDying)
        {
            // we want to scroll this object with the rest
            scroll(TheGame::Instance()->getScrollSpeed());
            
            if(m_bulletCounter == m_bulletFiringSpeed)
            {
                TheBulletHandler::Instance()->addEnemyBullet(m_position.getX(), m_position.getY() + 20, 16, 16, "bullet2", 1, Vector2D(-3, 3));
                TheBulletHandler::Instance()->addEnemyBullet(m_position.getX() + 20, m_position.getY() + 20, 16, 16, "bullet2", 1, Vector2D(0, 3));
                TheBulletHandler::Instance()->addEnemyBullet(m_position.getX() + 40, m_position.getY() + 20, 16, 16, "bullet2", 1, Vector2D(3, 3));
                m_bulletCounter = 0;
            }
            
            m_bulletCounter++;
        }
        else
        {
            scroll(TheGame::Instance()->getScrollSpeed());
            doDyingAnimation();
        }
    }