/// <summary>
    /// Raises the trigger enter2d event.
    /// Both when the player laser hits the ship and when they hit the garbage collector
    /// </summary>
    /// <param name="col">Collider</param>
    void OnTriggerEnter2D(Collider2D col)
    {
        playerLaserControl playerLaser    = col.gameObject.GetComponent <playerLaserControl> ();
        Destroyer          enemyDestroyer = col.gameObject.GetComponent <Destroyer>();

        if (playerLaser)
        {
            GameObject explosion = Instantiate(explosionPrefab) as GameObject;
            explosion.transform.position = this.transform.position;
            Destroy(col.gameObject);
            scoreboard.addScore(GameConstants.ENEMY_ONE_VALUE);
            Destroy(this.gameObject);
        }
        if (enemyDestroyer)
        {
            Destroy(this.gameObject);
        }
    }
    /// <summary>
    /// Raises the trigger enter2d event.
    /// Both when the player laser hits the ship and when they hit the garbage collector
    /// </summary>
    /// <param name="col">Collider</param>
    void OnTriggerEnter2D(Collider2D col)
    {
        playerLaserControl playerLaser    = col.gameObject.GetComponent <playerLaserControl> ();
        Destroyer          enemyDestroyer = col.gameObject.GetComponent <Destroyer>();

        if (playerLaser)
        {
            Destroy(col.gameObject);              //This destroys the player laser.
            hit.Play();
            health -= GameConstants.PLAYER_DAMAGE;
            if (health <= 0)
            {
                GameObject explosion = Instantiate(explosionPrefab) as GameObject;
                explosion.transform.position = this.transform.position;
                scoreboard.addScore(GameConstants.ENEMY_TWO_VALUE);
                Destroy(this.gameObject);
            }
        }

        //TODO: Make the enemy ships not overlap each other. (Bounce)
    }