text: var ProceduralGeneration = ProceduralGeneration || {};
  
  ProceduralGeneration.Enemy = function (game_state, name, position, properties) {
  
      ProceduralGeneration.Prefab.call(this, game_state, name, position, properties);
  
      this.anchor.setTo(0.5);
      this.game_state.game.physics.arcade.enable(this);
      //this.body.immovable = true;
      this.body.collideWorldBounds = true;
      var gest = new gestures({
          debug: true,
          draw: true,
          drawColor: "#000000",
          drawWidth: 5,
          autoTrack: true,
          allowRotation: true,
          inverseShape: true,
          points: 33
      });
  
      gest.addGesture("Line", [{
          x: 0,
          y: 0
      }, {
          x: 0,
          y: 100
      }], callback);
  
      gest.addGesture("Square", [{
              x: 0,
              y: 0
          },
          {
              x: 200,
              y: 0
          },
          {
              x: 200,
              y: 200
          },
          {
              x: 0,
              y: 200
          },
          {
              x: 0,
              y: 0
          }
      ], callback);
  
      gest.addGesture("Check", [{
              x: 0,
              y: 0
          },
          {
              x: 50,
              y: 50
          },
          {
              x: 100,
              y: 0
          },
      ], callback);
  
      enemytokill = this;
  
      function callback(name) {
          gest.clear();
          if (name == "Line") {
              enemytokill.kill();
          }
      }
  };
  
  ProceduralGeneration.Enemy.prototype = Object.create(ProceduralGeneration.Prefab.prototype);
  ProceduralGeneration.Enemy.prototype.constructor = ProceduralGeneration.Enemy;
  
  ProceduralGeneration.Enemy.prototype.update = function () {
      
      this.game_state.game.physics.arcade.collide(this, this.game_state.layers.collision);
      
      var distance = this.game.math.distance(this.x, this.y, globalhero.x, globalhero.y);
      var rotation = this.game.math.angleBetween(this.x, this.y, globalhero.x, globalhero.y);
      this.body.velocity.x = Math.cos(rotation) * 150;
      this.body.velocity.y = Math.sin(rotation) * 150;
  };