           if(enemies[i].Active == true)
           {
             enemiesActive = true;
-            for (int i = 0; i < maxProjs; i++) 
+            for (int p = 0; p < maxProjs; p++) 
             {
-              if(projs[i].Active == true)
+              if(projs[p].Active == true)
               {
-                if(projs[i].X >= enemies[i].X && (projs[i].X <= (enemies[i].X + enemies[i].W)) && projs[i].Y >= enemies[i].Y && (projs[i].Y <= (enemies[i].Y + enemies[i].H)))
+                if(projs[p].X >= enemies[i].X && (projs[p].X <= (enemies[i].X + enemies[i].W)) && projs[p].Y >= enemies[i].Y && (projs[p].Y <= (enemies[i].Y + enemies[i].H)))
                 {
                   projs[i].Active = false;
                   enemies[i].Active = false;
                   enemies[i].ExFrames = 40;
-                  Serial.print("Hit");
+                  Serial.print("\nHit");
                   continue;
                 }
               }

                }
                else
                {
                  enemies[i].Y ++;
                  enemies[i].Dir = 'L';
                }
                break;      

  p1.X = (maxX / 2) - (p1.W / 2);
  p1.Y = maxY - p1.H;
  score = 0;
  for(int i = 5; i <= (maxX - 8);i+=10)
  {
      addEnemy(i, 5, 8, 6, 'R');
  }
  
  gameState = 'G';
}
