@Override
	protected void movement() {
		if(areAllPlayerBlinking() && !dead){
			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;
				}
			}
		}
	}