using UnityEngine;
using System.Collections;

public class Enemy : MonoBehaviour
{
	public float moveSpeed = 2f;		// The speed the enemy moves at.
	public int HP = 2;					// How many times the enemy can be hit before it dies.
	public bool invincible = false;
	public bool canTeleportTo = false;
	public Sprite deadEnemy;			// A sprite of the enemy when it's dead.
	public Sprite damagedEnemy;			// An optional sprite of the enemy when it's damaged.
	public AudioClip[] deathClips;		// An array of audioclips that can play when the enemy dies.
	public GameObject hundredPointsUI;	// A prefab of 100 that appears when the enemy dies.
	public float deathSpinMin = -100f;			// A value to give the minimum amount of Torque when dying
	public float deathSpinMax = 100f;			// A value to give the maximum amount of Torque when dying

	public Wave wave;

	private SpriteRenderer ren;			// Reference to the sprite renderer.
	private Transform frontCheck;		// Reference to the position of the gameobject used for checking if something is in front.
	public bool dead = false;			// Whether or not the enemy is dead.
	private Score score;				// Reference to the Score script.

	
	void Awake()
	{
		// Setting up the references.
		ren = transform.Find("body").GetComponent<SpriteRenderer>();
		frontCheck = transform.Find("frontCheck").transform;
		if (GameObject.Find("Score") != null) {
			score = GameObject.Find("Score").GetComponent<Score>();
		}
	}

	void FixedUpdate ()
	{
		// Create an array of all the colliders in front of the enemy.
		Collider2D[] frontHits = Physics2D.OverlapPointAll(frontCheck.position, 1);

		// Check each of the colliders.
		foreach(Collider2D c in frontHits)
		{
			// If any of the colliders is an Obstacle...
			if(c.tag == "Obstacle")
			{
				// ... Flip the enemy and stop checking the other colliders.
				Flip ();
				break;
			}
		}

		// Set the enemy's velocity to moveSpeed in the x direction.
		GetComponent<Rigidbody2D>().velocity = new Vector2(transform.localScale.x * moveSpeed, GetComponent<Rigidbody2D>().velocity.y);	

		// If the enemy has one hit point left and has a damagedEnemy sprite...
		if (HP == 1 && damagedEnemy != null) {
			// ... set the sprite renderer's sprite to be the damagedEnemy sprite.
			ren.sprite = damagedEnemy;
		}

	}
	
	public void Hurt()
	{
		if (invincible == false) {
			// Reduce the number of hit points by one.
			HP--;

			// If the enemy has zero or fewer hit points and isn't dead yet...
			if (HP <= 0 && !dead) {
				// ... call the death function.
				Death ();
			}
		}
	}
	
	void Death()
	{
		// Find all of the sprite renderers on this object and it's children.
		SpriteRenderer[] otherRenderers = GetComponentsInChildren<SpriteRenderer>();

		// Disable all of them sprite renderers.
		foreach(SpriteRenderer s in otherRenderers)
		{
			s.enabled = false;
		}

		// Re-enable the main sprite renderer and set it's sprite to the deadEnemy sprite.
		ren.enabled = true;
		ren.sprite = deadEnemy;

		// Increase the score by 100 points
		if (score != null) {
			score.score += 100;
		}

		// Set dead to true.
		dead = true;

		// Allow teleporting to this enemy now that it is dead
		canTeleportTo = true;

		// Allow the enemy to rotate and spin it by adding a torque.
		GetComponent<Rigidbody2D>().AddTorque(Random.Range(deathSpinMin,deathSpinMax));

		// Find all of the colliders on the gameobject and set them all to be triggers.
		Collider2D[] cols = GetComponents<Collider2D>();
		foreach(Collider2D c in cols)
		{
			c.isTrigger = true;
		}

		// Play a random audioclip from the deathClips array.
		int i = Random.Range(0, deathClips.Length);
		AudioSource.PlayClipAtPoint(deathClips[i], transform.position);

		// Create a vector that is just above the enemy.
		Vector3 scorePos;
		scorePos = transform.position;
		scorePos.y += 1.5f;

		// Instantiate the 100 points prefab at this point.
		Instantiate(hundredPointsUI, scorePos, Quaternion.identity);

		//Destroy ourselves after 5 seconds
		//Destroy(gameObject, 5f);
	}


	public void Flip()
	{
		// Multiply the x component of localScale by -1.
		Vector3 enemyScale = transform.localScale;
		enemyScale.x *= -1;
		transform.localScale = enemyScale;
	}
}
