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_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.Active, {
                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.Active)
    function SlashingParticleBuilder:transition_state()
    end

    return SlashingParticleBuilder:build()
end

function enemy()
    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_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.Walk)
    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(50, 50))
        :b_sprite_position(vec2(30, 30))
        :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 = { 81 }, dt = 1, reflect = vec2(false, true) },
                    neg_y = { sequence = { 81 }, 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 = 0.200
    _sword_damage = { amount = 2, knockback = { magnitude = 200, 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 and self.state_stopwatch > _slashing_timer_sec then
            self.damage = nil
            self:transition_to(States.Equipped)
        end
    end
    SwordBuilder:b_type(Entities.Sword)
        :b_line_of_sight(vec2(1, 0))
        :b_position(vec2(0, 0))
        :b_sprite_position(vec2(0, 0))
        :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_state(States.Equipped)
    return SwordBuilder:build()
end

_enemy = enemy()
_sword = sword()
_wife = wife()
_bow = bow()

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_sprite_position(vec2(30, 30))
        :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
_player = player()
_player:equip(_sword)

_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

_step_t = time()
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()
    World.foreach(function(e) e:update(step_dt) end)

    run_collisions()

    World.cull_the_dead()
end

function _draw()
    World.sort(function(a, b)
        return b.render_order < a.render_order 
    end)
    World.foreach(function(e) e:render() end)
end