<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer>
	<Data>
		<Sprite name="s_angel" fileName="game/gtfy_wn.rttex" textureSize="64"/>
		<Sprite name="s_devil" fileName="game/gtfy_wn.rttex" textureSize="64"/>
		<Sprite name="s_hit" fileName="game/particles4.rttex" textureSize="32" frame="0,12"/>
		
		<Animations>
			<SpriteAnimation name="a_angel_active" sprite="s_angel" isLoop="true" animTime="1000" playOnState="ActiveType.Angel">
				<Frame>18,18</Frame>
				<Frame>19,18</Frame>
				<Frame>20,18</Frame>
				<Frame>21,18</Frame>
				<Frame>22,18</Frame>                
			</SpriteAnimation>
			<SpriteAnimation name="a_devil_active" sprite="s_devil" isLoop="true" animTime="1000" playOnState="ActiveType.Devil">
				<Frame>18,19</Frame>
				<Frame>19,19</Frame>
				<Frame>20,19</Frame>
				<Frame>21,19</Frame>
				<Frame>22,19</Frame>                   
			</SpriteAnimation>
			<SpriteAnimation name="a_angel_idle" sprite="s_angel" isLoop="true" animTime="1000" playOnState="ActiveType.Devil">
				<Frame>18,18</Frame>
				<Frame>19,18</Frame>
				<Frame>20,18</Frame>
				<Frame>21,18</Frame>
				<Frame>22,18</Frame>                         
			</SpriteAnimation>
			<SpriteAnimation name="a_devil_idle" sprite="s_devil" isLoop="true" animTime="1000" playOnState="ActiveType.Angel">
				<Frame>18,19</Frame>
				<Frame>19,19</Frame>
				<Frame>20,19</Frame>
				<Frame>21,19</Frame>
				<Frame>22,19</Frame>                
			</SpriteAnimation>
			<SpriteSinPulseAnimation name="a_angel_float" sprite="s_angel" autoPlay="true">
				<Parameter name="pos.y">
					<Set name="period">2000</Set>
					<Set name="scale">2</Set>
				</Parameter>
			</SpriteSinPulseAnimation>
			<SpriteSinPulseAnimation name="a_devil_float" sprite="s_devil" autoPlay="true">
				<Parameter name="pos.y">
					<Set name="period">2000</Set>
					<Set name="scale">2</Set>
				</Parameter>
			</SpriteSinPulseAnimation>
		</Animations>
        
		<ParticleSystems>
		<ParticleSystem name="hit_particle">
			<Emitter>
				<Set name="offset">0,0</Set>
				<Set name="lifeTime">2</Set>
				<Set name="particlesPerEmission">8</Set>
				<Set name="particlesToEmit">1</Set>
			</Emitter>
			<Particle>
				<Set name="sprite">s_hit</Set>
				<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
				<Set name="isBackgroundParticle">false</Set>
				<Set name="useGravity">true</Set>
				<Set name="lifeTime">1</Set>
				<Set name="gravityVector">0, 100</Set>
				<Set name="initalRGB">1,1,1</Set>
				<Set name="initialRotationRate">360</Set>
				<Set name="finalRotationRate">-360</Set>
				<Set name="initialAlpha">1</Set>
				<Set name="finalAlpha">0</Set>
				<Set name="interpolateAlpha">true</Set>
				<Set name="interpolateScale">true</Set>
				<Set name="initialScale">0.8,0.8</Set>
				<Random name="finalScale" min="0.,3 0.3" max="0.2, 0.2"/>
				<Set name="interpolateAngle">true</Set>
				<Random name="initialAngle" min="-360" max="360"/>
				<Random name="finalAngle" min="-360" max="360"/>
				<RandomRadial name="initialVelocity" angleRange="30,330" radiusRange="13.5,150"/>
				<Random name="posOffset" min="0, 0" max="16,16"/>
			</Particle>
		</ParticleSystem>
		</ParticleSystems>
		
		<RenderOptions>
			<Default>
				<Set name="IncludeAllActions">true</Set>
                <Set name="IgnoreDefaultDamagedTileEffect">true</Set>
                <Set name="IgnoreDefaultDestroyedTileEffect">true</Set>                        
				<Set name="DisableDefaultAncestralParticleEffects">true</Set>
        	</Default>
		</RenderOptions>
        
		<StateMachines>
			<StateMachine name="ActiveType">
				<States>
					<State name="Angel"/>
					<State name="Devil"/>
				</States>
				<Transitions>
					<Transition to="Angel" from="Devil">
						<Condition>
							<ItemHasTag>MOD_TYPE_BLOCK</ItemHasTag>
						</Condition>
					</Transition>
					<Transition to="Devil" from="Angel">
						<Condition>
							<ItemHasTag>MOD_TYPE_GEM</ItemHasTag>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
			<StateMachine name="Facing">
				<States>
					<State name="Left"/>
					<State name="Right"/>
				</States>
				<Transitions>
					<Transition to="Left" from="Right">
						<Condition>
							<IsFacingLeft>true</IsFacingLeft>
						</Condition>
					</Transition>
					<Transition to="Right" from="Left">
						<Condition>
							<IsFacingLeft>false</IsFacingLeft>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
		</StateMachines>        
	</Data>

	<RenderRules>
		<Update>
			<StopIf>
				<IsAction>SLEEP</IsAction>
				<IsZombified>true</IsZombified>
			</StopIf>
			<AvatarTransform class="Emotion" onState="ActiveType.Angel">
				<Set name="emotion">LOOKLEFT</Set>
			</AvatarTransform>
			<AvatarTransform class="Emotion" onState="ActiveType.Devil">
				<Set name="emotion">LOOKRIGHT</Set>
			</AvatarTransform>
		</Update>
		<RenderBehind value="playerCenter">
			<StopIf>
				<IsZombified>true</IsZombified>
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
			</StopIf>
			<SpriteRender name="s_angel" offset="14,-5" scale="0.5,0.5" drawShadow="false" alignment="DOWN_CENTER" onState="Facing.Right"/>
			<SpriteRender name="s_devil" offset="14,-5" scale="0.5,0.5" drawShadow="false" alignment="DOWN_CENTER" onState="Facing.Left"/>
		</RenderBehind>
		<RenderInFront value="playerCenter">
			<StopIf>
				<IsZombified>true</IsZombified>
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
			</StopIf>
			<SpriteRender name="s_devil" offset="-14,-5" scale="0.5,0.5" drawShadow="false" alignment="DOWN_CENTER" onState="Facing.Right"/>
			<SpriteRender name="s_angel" offset="-14,-5" scale="0.5,0.5" drawShadow="false" alignment="DOWN_CENTER" onState="Facing.Left"/>
			<StopIf>
				<IsSitting>false</IsSitting>
			</StopIf>
			<SpriteRender name="s_angel" offset="14,-5" scale="0.5,0.5" drawShadow="false" alignment="DOWN_CENTER" onState="Facing.Right"/>
		</RenderInFront>
        
    	<OnPunchUpdate>
		<AvatarTransform class="Face">
			<Set name="face">MAD</Set>
		</AvatarTransform>
		<AvatarTransform class="ArmAngle">
			<Set name="armName">arm1Angle</Set>
			<Set name="pointTowardsPunchTarget">false</Set>
		</AvatarTransform>
    	</OnPunchUpdate>     
        
		<OnDamagedTile>
    		<ParticleSystemUpdate name="hit_particle"/>
		</OnDamagedTile>
        
		<OnDestroyedTile>
			<ParticleSystemUpdate name="hit_particle"/>
		</OnDestroyedTile>          
	</RenderRules>
</ItemRenderer>