

Description of the enemy handler funcs:

1:	Walk in given direction. If enemy meets some solid stuff then change direction. No jump. No fire 
	Direction initialized by enemy.Face
	Can be used for simple walking enemies with gravity enabled and simple flying with gravity disabled

2:	Handles flower based in a pipe or similar. Rises and stays up for a given amount of frames. 
	Sinks down and stays hidden for a given amount of time. No jump. No fire. No direction. 
	Uptime:   Frames	Framecounter/internal timer:	
	Downtime:   Frames	

3:	Handles flower based in a pipe or similar. Rises and stays up for a given amount of frames. 
	Fires upon player when player is in range.
	Sinks down and stays hidden for a given amount of time. No jump. 
	Uptime:   Frames	Framecounter/internal timer:	
	Downtime:   Frames	FireLimiter:

4:	flying monster1

5:	Handles dead enemies: Decrements a timer variable. when reaching zero enemy is cleared from list
	Used for enemies that leaves behind a 'timed sprite' when killed

6:	Handles shells lying on the ground. Resurects after a while

7:	





Description of the enemy die funcs:

1:	Enemy dies, is removed from list. Leaves behind timed sprite which stays for a given amount of frames
	Score:

2:	Enemy dies, is removed from list. Leaves behind a shell.
	Score:

3:	Enemy dies, is removed from list.
	Score:

4:	Death of the flying turtle: Is converted to regular turtle

5:	For shells. If killed (by jump) then start bounching


