Rhindon - yes it is because of that, but only the Y is dead centre (since this is not using X).
using the height seems the simpler of the two to put into effect. you could use x, just setting similar margins to the sides of both sprites and testing for when the player.x (plus margins) is on the x of the drbox/enemy.x plus margins. just seems a tad fiddly in my mind.
i would advise not using a set number of pixels to add though (DrBox.y+50 pixels) and instead something that will change with your characters (should you choose to change their height).
it is not necessary of course but will save a lot of tedium in case you decide your character is too big or small. or for copying and pasting bits of code to apply to other sprites (which i do a lot). and, as i was advised, if you do code something like a characters attack range versus a lot of enemies (for example) if you have to go back and change that in all the code (instead of setting an instance variable for range) it would again be tedious.
(drbox.y - drbox.height) - instead of (drbox.y - drbox.height/2)
- this is assuming the origin point is at the very base of the sprite image