-- ================================================================================================
-- K I N G   C R A B
-- ================================================================================================

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


-- ================================================================================================
-- L O C A L  V A R I A B L E S 
-- ================================================================================================

fireDelay = 2
moveTimer = 0

-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================

function init(me)
	setupBasicEntity(me, 
	"kingcrab-head",				-- texture
	9,								-- health
	2,								-- manaballamount
	2,								-- exp
	1,								-- money
	32,								-- collideRadius (for hitting entities + spells)
	STATE_IDLE,						-- initState
	256,							-- sprite width	
	256,							-- sprite height
	1,								-- particle "explosion" type, maps to particleEffects.txt -1 = none
	1,								-- 0/1 hit other entities off/on (uses collideRadius)
	4000							-- updateCull -1: disabled, default: 4000
	)
	
	--entity_offset(0, 128)
		
	-- entity_initPart(partName, partTexture, partPosition, partFlipH, partFlipV,
	-- partOffsetInterpolateTo, partOffsetInterpolateTime
	entity_initPart(me, 
	"ClawLeft", 
	"kingcrab-claw",
	-64,
	-48,
	0,
	1, 
	0)
	
	entity_initPart(me, 
	"ClawRight", 
	"kingcrab-claw",
	64,
	-48,
	0,
	0,
	0)
	
	entity_initPart(me, "LegsLeft", "kingcrab-leg", -64, 48, 0, 1, 0)
	entity_initPart(me, "LegsRight", "kingcrab-leg", 64, 48, 0, 0, 0)
	
	entity_partRotate(me, "ClawLeft", -32, 0.5, -1, 1, 1);
	entity_partRotate(me, "ClawRight", 32, 0.5, -1, 1, 1);

	entity_partRotate(me, "LegsLeft", 16, 0.25, -1, 1, 1);
	entity_partRotate(me, "LegsRight", -16, 0.25, -1, 1, 1);

	entity_scale(me, 0.5, 0.5)
	
	entity_setDeathParticleEffect(me, "Explode")
	
	
	entity_clampToSurface(me)
end

function update(me, dt)
	if entity_touchAvatarDamage(me, 96, 1, 1000) then
		-- do something maybe
	end
	entity_handleShotCollisions(me)
	-- dt, pixelsPerSecond, climbHeight, outfromwall
	entity_moveAlongSurface(me, dt, 100, 6, 40) --64 -- 54
	entity_rotateToSurfaceNormal(me, 0.1)	
	-- entity_rotateToSurfaceNormal(0)
	moveTimer = moveTimer + dt
	if moveTimer > 2 then
		entity_switchSurfaceDirection(me)
		moveTimer = 0
	end
	if not(entity_hasTarget(me)) then
		entity_findTarget(me, 1200)
	else
		if fireDelay > 0 then
			fireDelay = fireDelay - dt
			if fireDelay < 0 then
				-- dmg, mxspd, homing, numsegs, out
				entity_fireAtTarget(me, "BlasterFire", 1, 400, 200, 3, 64)
				fireDelay = 3
			end
		end
	end
end

function enterState(me)
	if entity_getState(me)==STATE_IDLE then
	end
end

function exitState(me)
end

function hitSurface()
end

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