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DEBUG = true

_slashing_timer_sec = .12
_slash_animation_distance = 3
function slashing_particle(following)
    SlashingParticleBuilder = EntityBuilder:new(World)
        :b_type(Entities.Particle)
        :b_render_order(-1)
        :b_live_for(_slashing_timer_sec)
        :b_position(vec2(following.position))
        :b_sprite_position(vec2(following.sprite_position))
        :b_line_of_sight(vec2(following.line_of_sight))
        :b_add_state(
            States.Equipped, {
                animation = {
                    pos_y = { sequence = { 115, 116, 117 }, dt = _slashing_timer_sec / 3, reflect = vec2(true, true) },
                    neg_y = { sequence = { 115, 116, 117 }, dt = _slashing_timer_sec / 3 },
                    pos_x = { sequence = { 112, 113, 114 }, dt = _slashing_timer_sec / 3 },
                    neg_x = { sequence = { 112, 113, 114 }, dt = _slashing_timer_sec / 3, reflect = vec2(true, false) }
                }
            }
        )
        :b_state(States.Equipped)
    function SlashingParticleBuilder:transition_state()
    end

    return SlashingParticleBuilder:build()
end

function fire()
    FireBuilder = EntityBuilder:new(World)
    function FireBuilder:transition_state()
    end
    FireBuilder:b_type(Entities.Fire)
        :b_position(vec2(50, 45))
        :b_sprite_position(vec2(50, 45))
        :b_line_of_sight(vec2(1, 0))
        :b_render_order(1)
        :b_add_state(
            States.Hot, {
                animation = {
                    sequence = { 195, 196, 197, 198 }, dt = 0.20
                }
            }
        )
        :b_add_state(
            States.Warm, {
                animation = {
                    sequence = { 211, 212, 213, 214 }, dt = 0.20,
                }
            }
        )
        :b_state(States.Hot)
    return FireBuilder:build()
end

function enemy()
    _enemy_damage_spec = { amount = 2, knockback = { magnitude = 200, time = 0.120 } }
    EnemyBuilder = EntityBuilder:new(World)
    function EnemyBuilder:transition_state()
    end
    EnemyBuilder:b_type(Entities.Enemy)
        :b_health(10)
        :b_position(vec2(30, -40))
        :b_sprite_position(vec2(30, 40))
        :b_line_of_sight(vec2(1, 0))
        :b_damage(_enemy_damage_spec)
        :b_render_order(1)
        :b_collidable()
        :b_add_state(
            States.Idle, {
                animation = {
                    pos_y = { sequence = { 32, 33 }, dt = 1 },
                    neg_y = { sequence = { 32, 33 }, dt = 1 },
                    pos_x = { sequence = { 32, 33 }, dt = 1 },
                    neg_x = { sequence = { 32, 33 }, dt = 1, reflect = vec2(true, false) }
                }
            }
        )
        :b_add_state(
            States.Walk, {
                animation = {
                    pos_x = { sequence = { 32, 34 }, dt = 0.20 },
                    neg_x = { sequence = { 32, 34 }, dt = 0.20, reflect = vec2(true, false) },
                    pos_y = { sequence = { 32, 34 }, dt = 0.20 },
                    neg_y = { sequence = { 32, 34 }, dt = 0.20 }
                }
            }
        )
        :b_state(States.Idle)
    return EnemyBuilder:build()
end

function wife()
    WifeBuilder = EntityBuilder:new(World)
    function WifeBuilder:transition_state()
    end
    WifeBuilder:b_type(Entities.Wife)
        :b_line_of_sight(vec2(1, 0))
        :b_render_order(2)
        :b_collidable()
        :b_position(vec2(42, 42))
        :b_sprite_position(vec2(42, 42))
        :b_add_state(
            States.Idle, {
                animation = {
                    pos_y = { sequence = { 16, 17 }, dt = 1 },
                    neg_y = { sequence = { 16, 17 }, dt = 1 },
                    pos_x = { sequence = { 16, 17 }, dt = 1 },
                    neg_x = { sequence = { 16, 17 }, dt = 1, reflect = vec2(true, false) }
                }
            }
        )
        :b_state(States.Idle)
    return WifeBuilder:build()
end

function bow()
    BowBuilder = EntityBuilder:new(World)
    function BowBuilder:transition_state()
    end
    BowBuilder:b_type(Entities.Bow)
        :b_position(vec2(0, 0))
        :b_sprite_position(vec2(0, 0))
        :b_line_of_sight(vec2(1, 0))
        :b_render_order(1)
        :b_collidable()
        :b_add_state(
            States.Equipped, {
                animation = {
                    pos_y = { sequence = { 96 }, dt = 1, reflect = vec2(false, true) },
                    neg_y = { sequence = { 96 }, dt = 1 },
                    pos_x = { sequence = { 80 }, dt = 1 },
                    neg_x = { sequence = { 80 }, dt = 1, reflect = vec2(true, false) }
                }
            }
        )
        :b_add_state(
            States.Drawn, {
                animation = {
                    pos_y = { sequence = { 97 }, dt = 1, reflect = vec2(false, true) },
                    neg_y = { sequence = { 97 }, dt = 1 },
                    pos_x = { sequence = { 81 }, dt = 1 },
                    neg_x = { sequence = { 81 }, dt = 1, reflect = vec2(true, false) }
                }
            }
        )
        :b_add_state(
            States.Drawing, {
                animation = BowBuilder.states[States.Equipped]
            }
        )
        :b_state(States.Equipped)
    return BowBuilder:build()
end

function sword()
    _particle_distance = 4
    _attack_burst_sec = 0.300
    _sword_damage = { amount = 2, knockback = { magnitude = 300, time = 0.080 } }
    SwordBuilder = EntityBuilder:new(World)
    function SwordBuilder:transition_state()
        if button_just_pressed(5) and self.state == States.Equipped and self.state_stopwatch > _attack_burst_sec then
            self:transition_to(States.Slashing)
            self:equip(slashing_particle(self), _particle_distance)
            self.damage = _sword_damage
        elseif self.state == States.Slashing then
            self.damage = nil
            if (self.state_stopwatch > _slashing_timer_sec) then
                self:transition_to(States.Equipped)
            end
        end
    end
    return SwordBuilder:b_type(Entities.Sword)
        :b_line_of_sight(vec2(1, 0))
        :b_position(vec2(-50, 20))
        :b_render_order(0)
        :b_collidable()
        :b_add_state(
            States.Equipped, {
                animation = {
                    pos_y = { sequence = { 99 }, dt = 1, reflect = vec2(false, true) },
                    neg_y = { sequence = { 99 }, dt = 1, reflect = vec2(true, false) },
                    pos_x = { sequence = { 98 }, dt = 1 },
                    neg_x = { sequence = { 98 }, dt = 1, reflect = vec2(true, false) }
                }
            }
        )
        :b_add_state(
            States.Slashing, {
                animation = {
                    pos_y = { sequence = { 82, 98 }, dt = _slashing_timer_sec / 2, reflect = vec2(false, true) },
                    neg_y = { sequence = { 82, 98 }, dt = _slashing_timer_sec / 2, reflect = vec2(true, false) },
                    pos_x = { sequence = { 82, 99 }, dt = _slashing_timer_sec / 2, reflect = vec2(false, false)},
                    neg_x = { sequence = { 82, 99 }, dt = _slashing_timer_sec / 2, reflect = vec2(true, false) }
                }
            }
        )
        :b_add_state(
            States.Idle, {
                animation = {
                    sequence = { 98 }, dt = 1
                }
            }
        )
        :b_state(States.Idle)
        :build()
end

function block(pos, sprite)
    BlockBuilder = EntityBuilder:new(World)
    function BlockBuilder:transition_state()
    end
    BlockBuilder
        :b_type(Entities.Block)
        -- :b_line_of_sight(vec2(1, 0))
        :b_render_order(2)
        :b_collidable()
        :b_position(vec2(pos))
        :b_add_state(
            States.Idle, {
                animation = {
                    sequence = { sprite }, dt = 1
                }
            }
        )
        :b_state(States.Idle)
    return BlockBuilder:build()
end

function door(pos)
    return block(pos, 193)
end

function building(pos)
    b = {
        { 0, 0, 2, 0 },
        { 1, 1, 1, 1 },
        { 1, 3, 1, 1 }
    }
    for y = 1,3 do
        for x = 1,4 do
            v = pos + (vec2(x - 1, y - 1) * SPRITE_DIMS)
            if b[y][x] == 1 then
                block(v, 192)
            elseif b[y][x] == 2 then
                block(v, 194)
            elseif b[y][x] == 3 then
                door(v)
            end
        end
    end
end

function player()
    PlayerBuilder = EntityBuilder:new(World)
    function PlayerBuilder:transition_state()
        if (self.velocity.x == 0 and self.velocity.y == 0) then
            self:transition_to(States.Idle)
        else
            self:transition_to(States.Walk)
        end
    end
    PlayerBuilder
        :b_type(Entities.Player)
        :b_line_of_sight(vec2(1, 0))
        :b_render_order(2)
        :b_collidable()
        :b_position(vec2(30, 30))
        :b_health(10)
        :b_sprite_position(vec2(30, 30))
        :b_collision_bounds(vec2(2, 2), vec2(5, 6))
        :b_add_state(
            States.Idle, {
                animation = {
                    pos_y = { sequence = { 3, 19 }, dt = 1 },
                    neg_y = { sequence = { 6, 22 }, dt = 1 },
                    pos_x = { sequence = { 0, 1 }, dt = 1 },
                    neg_x = { sequence = { 0, 1 }, dt = 1, reflect = vec2(true, false) }
                }
            }
        )
        :b_add_state(
            States.Walk, {
                animation = {
                    pos_x = { sequence = { 2, 0 }, dt = 0.20 },
                    neg_x = { sequence = { 2, 0 }, dt = 0.20, reflect = vec2(true, false) },
                    pos_y = { sequence = { 4, 5 }, dt = 0.20 },
                    neg_y = { sequence = { 7, 8 }, dt = 0.20 }
                }
            }
        )
        :b_state(States.Idle)
    return PlayerBuilder:build()
end

building(vec2(10, -90))

_enemy = enemy()
_enemy.controller = AiController:new(_enemy)
_sword = sword()
_wife = wife()
-- _bow = bow()
_fire = fire()
_player = player()
_enemy.controller:follow(_player)

_walk_speed = 35 -- powerup increase?
function handle_input()
    dpos = vec2(0, 0)
    if btn(0) then dpos.x -= 1 end
    if btn(1) then dpos.x += 1 end
    if btn(3) then dpos.y += 1 end
    if btn(2) then dpos.y -= 1 end

    _player.velocity = dpos:normal() * _walk_speed
end

function _init()
end

_camera = Camera:new(_player)

_step_t = time()
_continue = true
function pause()
    _continue = false
end
function resume()
    _continue = true
    _step_t = time()
end
function _update()
    -- clear here in case we want to print to screen outside of _draw
    cls(0)

    old_step = _step_t
    _step_t = time()
    step_dt = _step_t - old_step

    foreach(update_hooks, function(f) f(step_dt) end)

    handle_input()

    if not _continue then return end
    World.foreach(function(e) e:update(step_dt) end)

    run_collisions()

    World.cull_the_dead()
end


function _draw()
    -- TODO: FIX THIS
    -- World.sort(function(a, b)
    --     return b.render_order < a.render_order 
    -- end)
    World.foreach(function(e) _camera:render(e) end)
end