<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer>
  <Data>
    <Sprite name="s_equip" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="0,28"/>
    <Sprite name="s_flower" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="5,28"/>
    <Sprite name="s_punchBranch" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="1,28"/>
    <Sprite name="HitSpark_Sprite" fileName="game/particles11.rttex" textureSize="32" frame="30,18"/>

    <Animations>
      <SpriteAnimation name="HitSpark_Anim" autoPlay="false" isLoop="false" sprite="HitSpark_Sprite"  animTime="200">
        <Frame>30, 18</Frame>
        <Frame>30, 19</Frame>
      </SpriteAnimation>
      <SpriteAnimation name="a_flowerIdle" sprite="s_flower" animTime="100" isLoop="true" playOnState="FlowerPunchAnim.Off">
        <Frame>5,28</Frame>
      </SpriteAnimation>
      <SpriteAnimation name="a_flowerPunchStart" sprite="s_flower" animTime="400" playOnState="FlowerPunchAnim.Start">
        <Frame>6,28</Frame>
        <Frame>7,28</Frame>
        <Frame>8,28</Frame>
        <Frame>9,28</Frame>
      </SpriteAnimation>
      <SpriteAnimation name="a_flowerPunchContinue" sprite="s_flower" animTime="100" isLoop="true" playOnState="FlowerPunchAnim.Continue">
        <Frame>9,28</Frame>
      </SpriteAnimation>
      <SpriteAnimation name="a_flowerPunchEnd" sprite="s_flower" animTime="400" playOnState="FlowerPunchAnim.End">
        <Frame>9,28</Frame>
        <Frame>8,28</Frame>
        <Frame>7,28</Frame>
        <Frame>6,28</Frame>
      </SpriteAnimation>
      <SpriteAnimation name="a_branchPunchStart" sprite="s_punchBranch" animTime="400" playOnState="BranchPunchAnim.Start">
        <Frame>1,28</Frame>
        <Frame>2,28</Frame>
        <Frame>3,28</Frame>
        <Frame>4,28</Frame>
      </SpriteAnimation>
      <SpriteAnimation name="a_branchPunchContinue" sprite="s_punchBranch" animTime="100" isLoop="true" playOnState="BranchPunchAnim.Continue">
        <Frame>4,28</Frame>
      </SpriteAnimation>
      <SpriteAnimation name="a_branchPunchEnd" sprite="s_punchBranch" animTime="400" playOnState="BranchPunchAnim.End">
        <Frame>4,28</Frame>
        <Frame>3,28</Frame>
        <Frame>2,28</Frame>
        <Frame>1,28</Frame>
      </SpriteAnimation>
    </Animations>

    <StateMachines>
      <StateMachine name="FlowerPunchAnim">
        <States>
          <State name="Off"/>
          <State name="Start"/>
          <State name="Continue"/>
          <State name="End"/>
        </States>
        <Transitions>
          <Transition from="Off|End" to="Start">
            <Condition>
              <IsAction>PUNCH</IsAction>
            </Condition>
          </Transition>
          <Transition from="Start" to="Continue">
            <Condition type="and">
              <IsAction>PUNCH</IsAction>
              <IsAnimationFinished>a_flowerPunchStart</IsAnimationFinished>
            </Condition>
          </Transition>
          <Transition from="Continue|Start" to="End">
            <Condition>
              <IsAction operatorType="NotEqual">PUNCH</IsAction>
            </Condition>
          </Transition>
          <Transition from="End" to="Off">
            <Condition type="and">
              <IsAction operatorType="NotEqual">PUNCH</IsAction>
              <IsAnimationFinished>a_flowerPunchEnd</IsAnimationFinished>
            </Condition>
          </Transition>
        </Transitions>
      </StateMachine>
      <StateMachine name="BranchPunchAnim">
        <States>
          <State name="Off"/>
          <State name="Start"/>
          <State name="Continue"/>
          <State name="End"/>
        </States>
        <Transitions>
          <Transition from="Off|End" to="Start">
            <Condition>
              <IsAction>PUNCH</IsAction>
            </Condition>
          </Transition>
          <Transition from="Start" to="Continue">
            <Condition type="and">
              <IsAction>PUNCH</IsAction>
              <IsAnimationFinished>a_branchPunchStart</IsAnimationFinished>
            </Condition>
          </Transition>
          <Transition from="Continue|Start" to="End">
            <Condition>
              <IsAction operatorType="NotEqual">PUNCH</IsAction>
            </Condition>
          </Transition>
          <Transition from="End" to="Off">
            <Condition type="and">
              <IsAction operatorType="NotEqual">PUNCH</IsAction>
              <IsAnimationFinished>a_branchPunchEnd</IsAnimationFinished>
            </Condition>
          </Transition>
        </Transitions>
      </StateMachine>
    </StateMachines>

    <TileStampData>
      <Set name="FileName">game/particles12.rttex</Set>
      <Set name="EndFrame">13,2</Set>
      <Set name="FrameCount">4</Set>
    </TileStampData>

    <ParticleSystems>
      <ParticleSystem name="hitSpark_particle">
        <Emitter attachment="targetPos">
          <Set name="offset">0,0</Set>
          <Set name="offsetFacing">true</Set>
          <Set name="emissionInterval">0.3</Set>
          <Set name="infParticles">true</Set>
          <Set name="infLifeTime">true</Set>
          <Set name="particlesPerEmission">3</Set>
          <Set name="particlesToEmit">1</Set>
          <Set name="rgbTint">0.22, 0.62, 0.32, 1</Set>
        </Emitter>
        <Particle randomSpriteFrame="true">
          <Set name="sprite">HitSpark_Sprite</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
          <Set name="useGravity">true</Set>
          <Set name="interpolateScale">true</Set>
          <Set name="initialScale">0.5,0.5</Set>
          <Random name="finalScale" min="0.1" max="0.4"/>
          <Set name="lifeTime">0.5</Set>
          <RandomRadial name="initialVelocity" angleRange="0,360" radiusRange="80,100"/>
          <Set name="gravityVector">0, 100</Set>
          <Random name="initialRotationRate" min="-300" max="300"/>
        </Particle>
      </ParticleSystem>
    </ParticleSystems>

    <RenderOptions>
      <Default>
        <Set name="IgnoreDefaultDamagedTileEffect">true</Set>
      </Default>
    </RenderOptions>

  </Data>

  <RenderRules>
    <OnPunchUpdate>
      <AvatarTransform class="Face">
        <Set name="face">MAD</Set>
      </AvatarTransform>
      <AvatarTransform class="ArmAngle">
        <Set name="armName">arm1Angle</Set>
        <Set name="pointTowardsPunchTarget">true</Set>
      </AvatarTransform>
      <AvatarTransform class="ArmAngle">
        <Set name="armName">arm2Angle</Set>
        <Set name="armAngle">0</Set>
      </AvatarTransform>
    </OnPunchUpdate>

    <RenderChestItem>
      <SpriteRender name="s_equip" blend="PREMULTIPLIED_ALPHA" alignment="DOWN_CENTER" />
      <SpriteRender name="s_flower" blend="PREMULTIPLIED_ALPHA" offset =" 0,-3" alignment="DOWN_CENTER" />
      <SpriteRender name="s_punchBranch" blend="PREMULTIPLIED_ALPHA" alignment="DOWN_CENTER" onState="BranchPunchAnim.Start|BranchPunchAnim.Continue|BranchPunchAnim.End"/>
      <ParticleSystemUpdate name="hitSpark_particle" onAction="PUNCH"/>
    </RenderChestItem>
  </RenderRules>
</ItemRenderer>