--DEFINE
--health 10
--dropChance 50 1

dofile("scripts/entities/entityinclude.lua")

angle = 0
n = 0
beam = 0
delay = 0
function init(me)
	setupEntity(me)
	entity_setTexture(me, "missingImage")
	entity_setEntityType(me, ET_ENEMY)
	--entity_initSkeletal(me, "")	
	entity_setAllDamageTargets(me, false)
	
	--entity_generateCollisionMask(me)	
	
	entity_setState(me, STATE_IDLE)
	--delay = -math.random(100)/100.0
	delay = 200
	angle = randAngle360()
end

function postInit(me)
	n = getNaija()
	entity_setTarget(me, n)
end

function update(me, dt)
--[[
	entity_handleShotCollisionsSkeletal(me)
	bone = entity_collideSkeletalVsCircle(me, n)
	]]--
	if isForm(FORM_BEAST) then
		entity_setActivationType(me, AT_CLICK)
	else
		entity_setActivationType(me, AT_NONE)
	end
	
	delay = delay + dt
	if delay > 10 then	
		entity_say(me, "Where are you going?", SAY_QUEUE)
		entity_say(me, "Hellooo?", SAY_QUEUE)
		entity_say(me, "Are you listening to me?!?", SAY_QUEUE)
		entity_say(me, "...", SAY_QUEUE)
		entity_say(me, "Fine, then.", SAY_QUEUE)
		delay = 0
	end
	--[[
	delay = delay + dt
	if delay > 0.2 then
		delay = delay - 0.2
		if beam then
			beam_delete(beam)
			beam = 0
		end
		if beam == 0 then
			beam = createBeam("RotCore/Beam")
		end
		delay = 0
	end
	if beam ~= 0 then
		beam_setPosition(beam, entity_getPosition(me))
	end
	]]--

	--entity_moveTowardsAngle(me, angle, dt, 500)
	entity_updateMovement(me, dt)
end

function enterState(me)
	if entity_isState(me, STATE_IDLE) then
		entity_animate(me, "idle", -1)
	end
end

function exitState(me)
end

function damage(me, attacker, bone, damageType, dmg)
	return false
end

function animationKey(me, key)
end

function hitSurface(me)
end

function songNote(me, note)
end

function songNoteDone(me, note)
end

function song(me, song)
end

function activate(me)
	debugLog("activate")
	entity_say(me, "Get it out!")
end

