<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer item="ITEM_ID_CLASSY_COMICS_ACID_FLOWER">
  <Data>
    <StateMachines>
      <StateMachine name="playerState">
        <States>
          <State name="Idle"/>
          <State name="Punch"/>
        </States>
        <Transitions>
          <Transition from="Punch" to="Idle" >
            <Condition>
              <IsAction operatorType="NotEqual">PUNCH</IsAction>
            </Condition>
          </Transition>
          <Transition from="Idle" to="Punch">
            <Condition>
              <IsAction>PUNCH</IsAction>
            </Condition>
          </Transition>
        </Transitions>
      </StateMachine>
    </StateMachines>

    <Sprite name="item_Sprite" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="19,15"/>
    <Sprite name="acid_drop_Sprite" fileName="game/particles11.rttex" textureSize="32" frame="31,19"/>

    <Animations>
      <SpriteAnimation name="idle_animation" sprite="item_Sprite" playOnState="playerState.Idle">
        <Frame>19,15</Frame>
      </SpriteAnimation>
      <SpriteAnimation name="punch_animation" sprite="item_Sprite" playOnState="playerState.Punch">
        <Frame>20,15</Frame>
      </SpriteAnimation>
    </Animations>

  <ParticleSystems>
			<ParticleSystem name="punch_projectile" updateStage="AddClothingParticles" updateState="playerState.Punch">
				<Emitter>
					<Set name="offset">7, -13</Set>
					<Set name="emissionInterval">0.001</Set>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle autoLifeTimeToTarget="true">
					<Set name="sprite">acid_drop_Sprite</Set>
					<Set name="relativeToEmitter">true</Set>
					<Set name="rotateWithVelocity">true</Set>
					<Set name="initialScale">1, 1</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<RandomRadial name="initialVelocity" angleRange="-5,5" radiusRange="200,250" baseAnglePosition="targetPos" baseOffset="0,16"/>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="punch_splash">
				<Emitter attachment="targetPos">
					<Set name="lifeTime">1</Set>
					<Set name="emissionInterval">0.5</Set>
					<Set name="particlesPerEmission">30</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">acid_drop_Sprite</Set>
					<Random name="offset" min="0, 0" max="0, 0"/>
					<Set name="rotateWithVelocity">true</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="useGravity">true</Set>
					<Curve name="initialScale">
						<KeyFrame>0, 0.75, 0.75</KeyFrame>
						<KeyFrame>1, 0.25, 0.25</KeyFrame>
					</Curve>
					<Set name="lifeTime">1</Set>
					<RandomRadial name="initialVelocity" angleRange="-90,90" radiusRange="25,75" baseAnglePosition="targetPos" baseOffset="0,16"/>
					<Set name="gravityVector">0, 45</Set>
				</Particle>
			</ParticleSystem>
		</ParticleSystems>

    <RenderOptions>
      <Default>
        <Set name="IsToRenderParticlesWhenShrunken">true</Set>
      </Default>
    </RenderOptions>
  </Data>

  <RenderRules>
    <RenderChestItem>
      <SpriteRender name="item_Sprite" alignment="DOWN_CENTER"/>
    </RenderChestItem>
    <OnPunchUpdate>
      <AvatarTransform class="Face">
        <Set name="face">E_HAPPY</Set>
      </AvatarTransform>
    </OnPunchUpdate>
    <OnDamagedTile>
      <ParticleSystemUpdate name="punch_splash"/>
    </OnDamagedTile>
    <OnDestroyedTile>
      <ParticleSystemUpdate name="punch_splash"/>
    </OnDestroyedTile>
    <SwitchOffClothingParticles>
      <ParticleSystemOff name="punch_splash"/>
    </SwitchOffClothingParticles>
  </RenderRules>
</ItemRenderer>