@Override
	protected void movement() {
		if(collidingWithActionBlocks() && !idle){
			action = true;
		}
		if(spotted && tracking){
			if(targetEntity.x < x && !collidingWithWall() && !collidingWithWallRight()){
				walk(-walkingFactor);
			} else if(targetEntity.x > x  && !collidingWithWall() && !collidingWithWallLeft()){
				walk(walkingFactor);
			} else {
				walking = false;
			}
		} else{
			idle = true;
			walk(walkingFactor*side);
			if(collidingWithWallRight() || collidingWithWallLeft()){
				if(!bounce) {
					setWalkSpeed(0);
					return;
				} else {
					side = -side;
				}
			}
		}	
	}