// A list of character animation MovieClips. They must have their linkage name set in the Animate library.
export const animations = [
  "Belly",
  "BellyD",
  "BellyEscape",
  "BellyL",
  "BellyR",
  "BellyU",
  "EatAttack",
  "EatAttackMiss",
  "Idle",
  "Move",
  "Shoot"
];

// These properties are copied to the character after it is created.
export const properties = {
  name: "Polygandr",
  status: "Kobold Simulacrum",
  credit: "LongLevy",
  speed: 12,
  // Draw Helix at the depth of the clip in the character named "VICSYNC".
  viewBetween: true,
  // Use the clip in the character named "camera" to control the game's camera.
  useCamera: true,
  // Custom variables can be defined here to avoid possible interference with existing variables.
  // They can then be read with getValue(), set with setValue(), and modified with addValue().
  // These variables can be any type of value, including functions.
  vars: {
    shootTimer: 3000
  },
  // This function is run every frame as the character's behavior logic.
  behaviorFunc: function(event) {
    // The default behavior function is retained in this property. See the AdobeEnemy docs for its code.
    // This way, you can add custom behavior to the original behavior without replacing it entirely.
    this.DEFAULT_BEHAVIOR_FUNCTION(event);
    
    // The shootTimer variable is incremented with the time passed since the last frame until it hits 3000 milliseconds (3 seconds).
    // In this way, it counts time after being reset.
    if(this.getValue("shootTimer", false) < 3000) {
      this.addValue("shootTimer", event.delta, false);
    }
  }
};

// This function is called with the character clip as "this" after the properties are set, in case further instructions are needed.
/*export const init = function() {
  
};*/