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(require hyrule [case])
(import pygame.sprite [Sprite]
        pygame [Surface]
        pygame
        utils [neg merge-moves Direction]
        enum [Enum])

(defclass Entity [Sprite]
;;; Game entity
  (setv _fixed False)
  (setv _type "none")

  (defn __init__ [self id tile tile-size x y]
    (.__init__ (super))
    (setv self.id id)
    (setv self.tile-size tile-size)
    (setv self._surf (Surface #(tile-size tile-size)))
    (.blit self._surf tile #(0 0))
    (setv self._rect (.get_rect self._surf
                                :left (* x tile-size)
                                :top (* y tile-size))))

  (defn [property] fixed [self]
    self._fixed)

  (defn [property] rect [self]
    self._rect)

  (defn [property] surf [self]
    self._surf)

  (defn [property] type [self]
    self._type)

  (defn [property] pos [self]
    #((/ self.rect.x self.tile-size)
       (/ self.rect.y self.tile-size))))

(defclass LevelTile [Entity]
  (setv _fixed True)
  (setv _type "level")

  (defn __init__ [self id tile tile-size x y scaling]
    (let [tile-width (* (.get_width tile) scaling)
          tile-height (* (.get_height tile) scaling)
          tile_ (if (!= scaling 1)
                    (pygame.transform.scale tile #(tile-width tile-height))
                    tile)]
      (.__init__ (super) id tile_ tile-size x y))))

(defclass Goal [Entity]
  (setv _type "goal")
  (setv _fixed True))

(defclass Player [Entity]
  (setv _type "player")
  (setv SPEED 3)
  (setv JUMP_IMPULSE 10)
  (setv MAX_JUMPING 100)

  (defn __init__ [self id tiles tile-size x y]
    (.__init__ (super) id (get tiles 0) tile-size x y)
    (setv self.tiles tiles)
    (setv self.jumping False)
    (setv self.jump-move 0)
    (setv self.moves [])
    (setv self._disp_surf (.copy self._surf))
    (setv self.facing Direction.RIGHT)
    (setv self.attacking False)
    (setv self.animate-end 0))

  (defn move [self move]
    (.append self.moves move)
    (.move_ip self._rect (get move 0) (get move 1))
    (when (!= (get move 0) 0)
      (setv self.facing
            (.x-from-move Direction move))))

  (defn [property] total-move [self]
    (merge-moves self.moves))

  (defn attack [self]
    (setv self.attacking True))

  (defn jump [self]
    (setv self.jumping True)
    (when (< self.jump-move self.MAX_JUMPING)
      (setv self.jump-move (+ self.jump-move self.JUMP_IMPULSE))
      (.move self #(0 (neg self.JUMP_IMPULSE)))))

  (defn ground [self]
    (setv self.jump-move 0))

  (defn animate [self ticks]
    ;; Attack animation
    (when (and self.attacking (= self.animate-end 0))
      (setv self.animate-end (+ ticks 200))
      (.blit self._surf (get self.tiles 1) #(0 0)))
    (when (and self.attacking (> ticks self.animate-end))
      (setv self.animate-end 0)
      (setv self.attacking False)
      (.blit self._surf (get self.tiles 0) #(0 0)))

    ;; Facing direction
    (setv self._disp_surf
          (case self.facing
                Direction.LEFT (pygame.transform.flip self._surf True False)
                Direction.RIGHT (.copy self._surf)))

    (.flush self))

  (defn flush [self]
    (setv self.moves []))

  (defn [property] surf [self]
    self._disp_surf))

(defclass Enemy [Entity]
  (setv _type "enemy")

  (defn __init__ [self id tiles tile-size x y]
    (.__init__ (super) id (get tiles 0) tile-size x y)
    (setv self.tiles tiles)
    (setv self.facing Direction.RIGHT)
    (setv self.attacking False)
    (setv self.animate-end 0)
    (.flush self))

  (defn move [self move]
    (.append self.moves move)
    (.move_ip self._rect (get move 0) (get move 1))
    (when (!= (get move 0) 0)
      (setv self.facing
            (.x-from-move Direction move))))

  (defn attack [self]
    (setv self.attacking True))

  (defn flush [self]
    (setv self.moves []))

  (defn ground [self])

  (defn animate [self ticks]
     ;; Attack animation
    (when (and self.attacking (= self.animate-end 0))
      (setv self.animate-end (+ ticks 200))
      (.blit self._surf (get self.tiles 1) #(0 0)))
    (when (and self.attacking (> ticks self.animate-end))
      (setv self.animate-end 0)
      (setv self.attacking False)
      (.blit self._surf (get self.tiles 0) #(0 0)))

    (setv self._disp_surf
          (case self.facing
                Direction.LEFT (pygame.transform.flip self._surf True False)
                Direction.RIGHT (.copy self._surf)))
    (.flush self))
  
  (defn [property] total-move [self]
    (merge-moves self.moves))

  (defn [property] surf [self]
    self._disp_surf))