<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer>
  <Data>
	<StateMachines>
		<StateMachine name="playerState">
			<States>
				<State name="Idle"/>
				<State name="Punch"/>
				<State name="ZombiePunch"/>
			</States>
			<Transitions>
				<Transition from="ZombiePunch|Punch" to="Idle" >
					<Condition>
						<IsAction operatorType="NotEqual">PUNCH</IsAction>
					</Condition>
				</Transition>
				<Transition from="ZombiePunch|Idle" to="Punch">
					<Condition type="and">
						<IsAction>PUNCH</IsAction>
						<IsZombified>false</IsZombified>
					</Condition>
				</Transition>
				<Transition from="Idle|Punch" to="ZombiePunch">
					<Condition type="and">
						<IsAction>PUNCH</IsAction>
						<IsZombified>true</IsZombified>
					</Condition>
				</Transition>
			</Transitions>
		</StateMachine>
	</StateMachines>
	<Sprite name="item_Sprite_1" fileName="game/enigma_particles3.rttex" textureSize="64" frame="0,15"/>
	<Sprite name="punch_effect" fileName="game/enigma_particles_small1.rttex" textureSize="32" frame="11,2"/>
    <Sprite name="electro_punch_particle" fileName="game/enigma_particles_small1.rttex" textureSize="32" frame="10,2"/>
	<Sprite name="electro_crack_sprite" fileName="game/particles11.rttex" textureSize="32" frame="20,1"/>
	<Sprite name="electro_break_sprite" fileName="game/particles10.rttex" textureSize="32" frame="23,17"/>

<Animations>
	<SpriteAnimation name="wingFlexJump2" playOnAction="JUMP|FALL|IDLE|WALK" sprite="item_Sprite_1" animTime="750" autoPlay="true" isLoop="true">
		<Frame>0,15</Frame>
        <Frame>4,15</Frame>
        <Frame>5,15</Frame>
        <Frame>6,15</Frame>
        <Frame>7,15</Frame>
        <Frame>8,15</Frame>
	</SpriteAnimation>

			<SequenceAnimation name="glitch_sequence" playOnAction="JUMP|FALL|IDLE|WALK" autoPlay="true" isLoop="true">
				<SpriteAnimation sprite="item_Sprite_1">
						<Frame>0,15</Frame>
        				<Frame>4,15</Frame>
        				<Frame>5,15</Frame>
        				<Frame>6,15</Frame>
        				<Frame>7,15</Frame>
        				<Frame>8,15</Frame>
				</SpriteAnimation>
				<DelayAnimation delayTime="1750" />
				<SpriteAnimation sprite="item_Sprite_1" animTime="250">
        				<Frame>1,15</Frame>
        				<Frame>2,15</Frame>
        				<Frame>3,15</Frame>
				</SpriteAnimation>
			</SequenceAnimation>

    <SpriteAnimation name="electro_punch" playOnState="playerState.Punch" sprite="punch_effect" isLoop="true" animTime="175">
        <Frame>11,2</Frame>
        <Frame>12,2</Frame>
        <Frame>13,2</Frame>
        <Frame>14,2</Frame>
    </SpriteAnimation>

	<SpriteAnimation name="break_fx" autoPlay="false" animTime="500" sprite="electro_break_sprite">
        	<Frame>16,16</Frame>
			<Frame>23,17</Frame>
        	<Frame>24,17</Frame>
       	 	<Frame>25,17</Frame>
       	 	<Frame>26,17</Frame>
        	<Frame>27,17</Frame>
        	<Frame>28,17</Frame>
        	<Frame>29,17</Frame>
        	<Frame>30,17</Frame>
        	<Frame>31,17</Frame>
			<Frame>32,17</Frame>
	</SpriteAnimation>
</Animations>

	<ParticleSystems>		
		<ParticleSystem name="electro_punch_particle">
			<Emitter>
				<Set name="offset">0,0</Set>
				<Set name="lifeTime">1</Set>
				<Set name="particlesPerEmission">12</Set>
				<Set name="delayTimer">0</Set>
			</Emitter>
			<Particle randomSpriteFrame="true">
				<Set name="sprite">electro_punch_particle</Set>
				<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
				<Set name="lifeTime">0.5</Set>
				<Set name="initalRGB">1,1,1</Set>
				<Set name="initialScale">1,1</Set>
				<Curve name="initialAlpha">
					<KeyFrame>0, 1</KeyFrame>
					<KeyFrame>0.5, 1</KeyFrame>
					<KeyFrame>1, 0</KeyFrame>
				</Curve>
				<RandomRadial name="initialVelocity" angleRange="0,360" radiusRange="40,60"/>
			</Particle>
		</ParticleSystem>
		<ParticleSystem name="electro_break_particle">
        	<Emitter>
          		<Set name="lifeTime">0.5</Set>
          		<Set name="particlesPerEmission">1</Set>
          		<Set name="particlesToEmit">1</Set>
        	</Emitter>
        	<Particle>
          		<Set name="sprite">electro_break_sprite</Set>
          		<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
          		<Set name="lifeTime">0.5</Set>
          		<Random name="initialAngle" min="0" max="360"/>
          		<Set name="initialRotationRate">360</Set>
          		<Set name="initialScale">2,2</Set>
        	</Particle>
      	</ParticleSystem>
	</ParticleSystems>

	<RenderOptions>
		<Default>
			<Set name="PunchSoundOverride">HAND</Set>
			<Set name="PlayDefaultPunchAudio">true</Set>
			<Set name="IgnoreDefaultDamagedTileEffect">true</Set>
			<Set name="IgnoreDefaultDestroyedTileEffect">true</Set>
		</Default>
	</RenderOptions>

	<TileStampData>
      <Set name="FileName">game/particles11.rttex</Set>
      <Set name="EndFrame">23,1</Set>
      <Set name="FrameCount">4</Set>
    </TileStampData>

  </Data>

  <RenderRules>
    <RenderHandItem>
	  <SpriteRender name="item_Sprite_1" rotateOffset="true" offset="5,9" alignment="CENTER"/>
      <SpriteRender name="punch_effect" offset="10,-18" onState="playerState.Punch" blend="PREMULTIPLIED_ALPHA" stretchToTarget="true" alignmentLeft="LEFT_CENTER" alignmentRight="RIGHT_CENTER" drawShadow="false" flip="1,0"/>
    </RenderHandItem>

	<OnPunchUpdate>
		<AvatarTransform class="Face">
			<Set name="face">MAD</Set>
		</AvatarTransform>
		<AvatarTransform class="ArmAngle">
			<Set name="armName">arm2Angle</Set>
			<Set name="armAngle">1000</Set>
			<Set name="isAdditive">false</Set>
			<Set name="pointTowardsPunchTarget">false</Set>
		</AvatarTransform>
	</OnPunchUpdate>

	<OnPunchStart>
		<ParticleSystemUpdate name="electro_particle"/>
	</OnPunchStart>

	<OnDamagedTile>
		<ParticleSystemUpdate name="electro_punch_particle"/>
	</OnDamagedTile>

	<SwitchOffClothingParticles>
		<ParticleSystemOff name="electro_particle"/>
		<ParticleSystemOff name="electro_punch_particle"/>
	</SwitchOffClothingParticles>

 	<OnDestroyedTile>
      <ParticleSystemUpdate name="electro_break_particle"/>
    </OnDestroyedTile>

  </RenderRules>
</ItemRenderer>