event_inherited();

_max_hp = [120, 180, 240];
max_hp = _max_hp[global.difficulty];
hp = max_hp;

credit = random_range(40, 60);

enemy_ai = hex_ai;

_cooldown = [60, 24, 6];

hitbox = enemy_create_hitboxMC(160, 160);

kb_factor = 0.5

side_len = 128;
roll_spd = 0;
roll_acc = 0;
roll_angle = 0;

dir = 0;
acc = 0;
spd = 0;
x_acc = 0;
y_acc = 0;

pivot_x = 0;
pivot_y = 0;

state = "IDLE";

rebounce_timer = 0;

angle_alter = 0;



cnt = 0;

last_attack = 0;
current_attack = -1;
var _matrix = [
//   0    1    2    3
    [00,  35,  35,  30],
    [35,  00,  35,  30],
    [35,  35,  00,  30],
    [30,  35,  35,  00],
];
attack_matrix = _matrix;

depth = 10;

base_y = 916;

death_callback = function()
{
	timer_active = false;
	with(oEnemyHex)
	{
		x_spd_kb = choose(-1, 1) * 15;
		y_spd_kb = 0;
		enemy_death();
	}
	screen_shake(40);
	repeat(30)
		icl(oFocusEndEffect);
	global.time_scale_t = 0;
	global.time_scale = 0.05;
	global.camera.smooth = 0.1;
	global.camera.follow = global.player;
}

timer_active = false;