-- ================================================================================================
-- M O N E Y E
-- ================================================================================================

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


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


orient = ORIENT_LEFT
orientTimer = 0

swimTime = 0.75
swimTimer = swimTime - swimTime/4
 
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================

function init(me)
	setupBasicEntity(me, 
	"",						-- texture
	4,								-- health
	1,								-- manaballamount
	1,								-- exp
	1,								-- money
	28,								-- collideRadius (only used if hit entities is on)
	STATE_IDLE,						-- initState
	128,							-- sprite width	
	128,							-- sprite height
	1,								-- particle "explosion" type, maps to particleEffects.txt -1 = none
	1,								-- 0/1 hit other entities off/on (uses collideRadius)
	2000							-- updateCull -1: disabled, default: 4000
	)
		
	-- entity_initPart(partName, partTexture, partPosition, partFlipH, partFlipV,
	-- partOffsetInterpolateTo, partOffsetInterpolateTime
	entity_initSkeletal(me, "Splitter2")	
	entity_animate(me, "idle", -1)
	
	entity_scale(me, 0.8, 0.8)
	
	flipper = entity_getBoneByName(me, "Flipper1")
	
	bone_setSegs(flipper, 16, 2, 0.2, 0.4, 0, -0.05, 8, 0)
	
	entity_setDeathParticleEffect(me, "TinyRedExplode")
	
	--entity_setMaxSpeed(me, 1000)
end

function update(me, dt)
	dt = dt * 1.5
	amt = 400
	
	entity_touchAvatarDamage(me, 16, 1, 1200)
	
	entity_handleShotCollisions(me)
	if not entity_hasTarget(me) then
		entity_findTarget(me, 500)
		swimTimer = swimTimer + dt
		if swimTimer > swimTime then	
			swimTimer = swimTimer - swimTime
			if orient == ORIENT_LEFT then
				entity_addVel(me, -amt, 0)
				orient = ORIENT_UP
			elseif orient == ORIENT_UP then
				entity_addVel(me, 0, -amt)
				orient = ORIENT_RIGHT
			elseif orient == ORIENT_RIGHT then
				entity_addVel(me, amt, 0)
				orient = ORIENT_DOWN
			elseif orient == ORIENT_DOWN then
				entity_addVel(me, 0, amt)
				orient = ORIENT_LEFT
			end			
			--entity_rotateToVel(me, 0.2)
			orientTimer = orientTimer + dt
			entity_doEntityAvoidance(me, 1, 256, 0.2)
		end
		entity_doCollisionAvoidance(me, dt, 6, 0.5)
	else
		
		swimTimer = swimTimer + dt
		if swimTimer > swimTime then			
			entity_moveTowardsTarget(me, 1, amt)
			if not entity_isNearObstruction(getNaija(), 8) then
				entity_doCollisionAvoidance(me, 1, 6, 0.5)
			end
			entity_doEntityAvoidance(me, 1, 256, 0.2)
			--entity_rotateToVel(me, 0.2)
			swimTimer = swimTimer - swimTime
		else
			entity_moveTowardsTarget(me, dt, 100)
			entity_doEntityAvoidance(me, dt, 64, 0.1)
			--if not entity_isNearObstruction(getNaija(), 8) then
			entity_doCollisionAvoidance(me, dt, 6, 0.5)
			--end
		end
		entity_findTarget(me, 800)
	end
	entity_doFriction(me, dt, 500)	
	entity_updateMovement(me, dt)
end

function enterState(me)
	if entity_getState(me)==STATE_IDLE then
		entity_setMaxSpeed(me, 400)
	end
end

function exitState(me)
end

function hitSurface(me)
	orient = orient + 1
end