def create_new_enemy(self, position):
       play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Idle_front.png')
       enemy = actor.OmnidirectionalActor(0, play_img, "Random Enemy", True)
       enemy.set_fps(5)
       enemy.set_velocity([0, 0])
       enemy.set_acceleration_fraction(0.5)
       enemy.set_position(position)
       enemy.set_constraints(self.constraints)
       enemy.set_rotate_on_constraint(True)
       enemy.move()

       # Create a male enemy.
       image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Idle_side.png')
       enemy.add_idle_frame(image)
       image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Idle_front.png')
       enemy.add_idle_frame(image)
       image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Idle_side_flipped.png')
       enemy.add_idle_frame(image)
       image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Idle_back.png')
       enemy.add_idle_frame(image)

       # Add moving frames.
       image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Walking_side_1.png')
       enemy.add_moving_frame(image)
       image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Walking_side_2.png')
       enemy.add_moving_frame(image)
       image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Walking_front_1.png')
       enemy.add_moving_frame(image)
       image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Walking_front_2.png')
       enemy.add_moving_frame(image)
       image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Walking_side_1_flipped.png')
       enemy.add_moving_frame(image)
       image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Walking_side_2_flipped.png')
       enemy.add_moving_frame(image)
       image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Walking_back_1.png')
       enemy.add_moving_frame(image)
       image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Walking_back_2.png')
       enemy.add_moving_frame(image)

       # Move in the direction of the player.
       p_pos = self.player.get_position()
       vec_2 = (float(p_pos[0] - position[0]), float(p_pos[1] - position[1]))
       vec_2 = math_utils.normalize_vector_2D(vec_2)
       enemy.set_angle(math_utils.angle_vectors_2D(self.vec_1, vec_2))

       self.enemies.add(enemy)
       audio.cached_audio_manager.play_sound('sfx/amiguito.wav')
    def update(self):
       if self.next_transition != VALID_STATES['QUIT']:
          if self.next_transition != VALID_STATES['STAY']:
             self.next_transition = VALID_STATES['STAY']
             self.player.reset_then()
             self.then = pygame.time.get_ticks()
             # Start the huggable creation timer.
             pygame.time.set_timer(pygame.USEREVENT + 1, 1000)
             # Start the huggable angle change event.
             pygame.time.set_timer(pygame.USEREVENT + 2, 2000)
             # Start the enemy creation timer.
             pygame.time.set_timer(pygame.USEREVENT + 3, 3000)

             mixer.music.load('music/8-Bit_Easter/01-DANJYON KIMURA-TELEPORTER.mp3')
             mixer.music.play(-1)

          if self.cancel and self.time_left > 0:
             # If the player pressed escape, force a timeout.
             self.time_left = 0

          now = pygame.time.get_ticks()
          delta_t = now - self.then
          if delta_t >= 1000:
             self.time_left -= delta_t // 1000
             self.then = now

          if self.time_left <= 0 and player.PLAYERS[1].is_alive():
             player.PLAYERS[1].kill()
             self.done = True
             self.create_explosion(self.player.get_position())
             audio.cached_audio_manager.play_sound('sfx/Explo_4.wav')

          if not self.done:
             if self.cursor_x != self.screen_center[0] or self.cursor_y != self.screen_center[1]:
                vec_2 = (float(self.cursor_x) - float(self.screen_center[0]), float(self.cursor_y) - float(self.screen_center[1]))
                vec_2 = math_utils.normalize_vector_2D(vec_2)
                self.player.set_angle(math_utils.angle_vectors_2D(self.vec_1, vec_2))

             self.player.update()
             self.recenter_view()

             # Create new huggables.
             if self.create_huggable:
                for spawner in self.spawners:
                   if len(self.npcs) >= self.max_npc:
                      # If we reached the maximum number of npcs, cancel the timer and ignore the rest of the spawners.
                      pygame.time.set_timer(pygame.USEREVENT + 1, 0)
                      break
                   else:
                      chance = random.randrange(100)
                      if chance < 20:
                         self.create_new_huggable(spawner.get_position())
                         self.create_explosion(spawner.get_position())
                self.create_huggable = False

             if self.change_angle:
                for npc in self.npcs:
                   npc.set_angle(math_utils.ang_2_radians(float(random.randrange(-180, 180, 1))))
                self.change_angle = False

             if self.create_enemy:
                for spawner in self.spawners:
                   if len(self.enemies) >= self.max_npc:
                      # If we reached the maximum number of npcs, cancel the timer and ignore the rest of the spawners.
                      pygame.time.set_timer(pygame.USEREVENT + 3, 0)
                      break
                   else:
                      # First check the distance between the player and the spawner to avoid enemies spawning on top of
                      # the player.
                      if math_utils.distance_2D(self.player.get_position(), spawner.get_position()) > 1.5 * float(self.scare_dist):
                         chance = random.randrange(0, 50)
                         if chance < self.wave:
                            self.create_new_enemy(spawner.get_position())
                            self.create_explosion(spawner.get_position())
                self.create_enemy = False

             removal = set()
             for npc in self.npcs:
                # Check if the npc must run away from the player.
                if math_utils.distance_2D(self.player.get_position(), npc.get_position()) < self.scare_dist:
                   if not npc.is_scared():
                      npc.toggle_scared()
                   
                      npc.set_velocity([0, 0])

                   # Move in the opposite direction of the player.
                   n_pos = npc.get_position()
                   p_pos = self.player.get_position()
                   vec_2 = (float(n_pos[0] - p_pos[0]), float(n_pos[1] - p_pos[1]))
                   vec_2 = math_utils.normalize_vector_2D(vec_2)
                   npc.set_angle(math_utils.angle_vectors_2D(self.vec_1, vec_2))
                else:
                   if npc.is_scared():
                      npc.toggle_scared()

                npc.update()

                # Detect collisions with the player.
                if self.player.is_moving() and npc.test_collision_with_actor(self.player):
                   npc.make_invisible()
                   self.create_explosion(npc.get_position())
                   audio.cached_audio_manager.play_sound('sfx/Explo_4.wav')
                   player.PLAYERS[1].inc_score_by_one()
                   self.time_left += 1

                   if player.PLAYERS[1].get_score() % 25 == 0:
                      self.wave += 1
                      audio.cached_audio_manager.play_sound('sfx/new_stage_1.wav')

                # If the npc exploded this turn, remove it.
                if not npc.is_visible():
                   removal.add(npc)

             if len(removal) > 0 and len(self.npcs) >= self.max_npc:
                # If npcs dissapeared this cycle restart the timer.
                pygame.time.set_timer(pygame.USEREVENT + 1, 1000)

             self.npcs.difference_update(removal)

             removal = set()

             for enemy in self.enemies:
                enemy.update()

                if enemy.test_collision_with_actor(self.player):
                   # If the player lost, force a timeout.
                   self.time_left = 0
                
                if enemy.get_position()[0] <= self.constraints[0] or enemy.get_position()[0] >= self.constraints[1]:
                   enemy.make_invisible()
                   self.create_explosion(enemy.get_position())
                   removal.add(enemy)
                   audio.cached_audio_manager.play_sound('sfx/Explo_2.wav')
                elif enemy.get_position()[1] <= self.constraints[2] or enemy.get_position()[1] >= self.constraints[3]:
                   enemy.make_invisible()
                   self.create_explosion(enemy.get_position())
                   removal.add(enemy)
                   audio.cached_audio_manager.play_sound('sfx/Explo_2.wav')

             if len(removal) > 0 and len(self.enemies) >= self.max_npc:
                # If npcs dissapeared this cycle restart the timer.
                pygame.time.set_timer(pygame.USEREVENT + 1, 3000)

             self.enemies.difference_update(removal)

          elif self.time_left < -3:
             # Reset everything.
             self.time_left = 190
             self.wave = 0
             self.user_click = False
             self.done = False

             # Reset the player.
             self.player.set_angle(90)
             self.player.set_velocity([0, 0])
             self.player.stop()
             self.player.set_position(self.game_area_center)

             # TODO: Destroy all NPC's.
             self.explosions.clear()
             self.npcs.clear()
             self.enemies.clear()

             player.PLAYERS[1].revive()
             
             database.cursor.execute('SELECT * FROM score ORDER BY score ASC')
             row = database.cursor.fetchone()
             if player.PLAYERS[1].get_score() > row[2]:
                self.next_transition = VALID_STATES['SCORE']
             else:
                self.next_transition = VALID_STATES['MENU']

             # Stop the huggable creation timer.
             pygame.time.set_timer(pygame.USEREVENT + 1, 0)
             pygame.time.set_timer(pygame.USEREVENT + 2, 0)
             pygame.time.set_timer(pygame.USEREVENT + 3, 0)

             self.cancel = False

       # Remove finished explosions
       removal = set()
       for explosion in self.explosions:
          if explosion.get_current_frame() == 6:
             removal.add(explosion)
       self.explosions.difference_update(removal)

       self.score_text = self.font.render("Puntos:   " + str(player.PLAYERS[1].get_score()), True, (0, 0, 0))
       if self.time_left > 30:
          self.time_text = self.font.render("Tiempo:   " + str(self.time_left), True, (0, 0, 0))
       else:
          self.time_text = self.font.render("Tiempo:   " + str(max(self.time_left, 0)), True, (255, 0, 0))
       self.wave_text = self.font.render("Oleada:   " + str(self.wave), True, (0, 0, 0))

       self.cursor_x = self.screen_center[0]
       self.cursor_y = self.screen_center[1]

       return self.next_transition