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diff --git a/MrBigsock/Assets/Code/Slime/SlimeController.cs b/MrBigsock/Assets/Code/Slime/SlimeController.cs
new file mode 100644
index 0000000000000000000000000000000000000000..24a65bbad9f5fc1cf2becfe33b50ce74fd17047c
--- /dev/null
+++ b/MrBigsock/Assets/Code/Slime/SlimeController.cs
@@ -0,0 +1,235 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System.Linq;
+using System;
+
+
+namespace BigSock {
+
+	public partial class SlimeController : Character {
+		public float collisionOffset = 0.05f;
+		public ContactFilter2D movementFilter;
+		List<RaycastHit2D> castCollisions = new List<RaycastHit2D>();
+
+		private Transform target;
+		Animator m_Animator;
+		private float distance; 
+
+		private float canAttack;
+
+		private EmptyCollider followCollider;
+		private EmptyCollider attackCollider;
+
+		private bool isInMelee = false;
+
+
+		Rigidbody2D rb;
+
+		// private Collider2D_Proxy secondCollider;
+
+		/*
+			The state the slime is in.
+		*/
+		public SlimeState State { get; protected set; } = SlimeState.Idle;
+		
+
+		/*
+			The location of the target when charging started.
+		*/
+		public Vector3 TargetLocation { get; protected set; }
+
+		/*
+			The next time the slime can change its state.
+		*/
+		public DateTime NextTimeStateCanChange { get; private set; } = DateTime.Now;
+		
+		/*
+			Minimum time the slime should idle before it can charge.
+		*/
+		protected static readonly TimeSpan IDLE_WAIT_TIME = new TimeSpan(0, 0, 0, 1, 0);
+		/*
+			Minimum time the slime should charge before it can leap.
+		*/
+		protected static readonly TimeSpan CHARGE_WAIT_TIME = new TimeSpan(0, 0, 0, 2, 0);
+		/*
+			Maximum time the slime should leap before it can idle.
+		*/
+		protected static readonly TimeSpan LEAP_WAIT_TIME = new TimeSpan(0, 0, 0, 4, 0);
+
+		/*
+			The force the slime leaps at.
+		*/
+		public double LeapForce => MovementSpeed * 4;
+
+		
+		void Start() {
+			rb = GetComponent<Rigidbody2D>();
+
+			m_Animator = gameObject.GetComponent<Animator>();
+
+			followCollider = transform.Find("followCollider").GetComponent<EmptyCollider>();
+			followCollider.OnColliderEnter2D_Action += Move_OnColliderEnter2D;
+			followCollider.OnColliderStay2D_Action += Move_OnColliderStay2D;
+			followCollider.OnColliderExit2D_Action += Move_OnColliderExit2D;
+
+			attackCollider = transform.Find("MeleeCollider").GetComponent<EmptyCollider>();
+			attackCollider.OnColliderEnter2D_Action += Attack_OnColliderEnter2D;
+			attackCollider.OnColliderStay2D_Action += Attack_OnColliderStay2D;
+			attackCollider.OnColliderExit2D_Action += Attack_OnColliderExit2D;
+		}
+
+
+
+
+
+
+
+		private void RotateAnimation(Vector2 direction)
+		{
+			if (direction.x > 0.01f){
+				gameObject.GetComponent<SpriteRenderer>().flipX = false;
+			}
+			else if (direction.x < -0.01f){
+				gameObject.GetComponent<SpriteRenderer>().flipX = true;
+			}
+					
+		}
+
+		private void Update() {
+			if(State == SlimeState.Idle) {
+				// If it has a target and has idled long enough.
+				if(target != null && DateTime.Now >= NextTimeStateCanChange) {
+					// Store target location.
+					TargetLocation = target.position;
+
+					// Update the state.
+					State = SlimeState.Charging;
+					NextTimeStateCanChange = DateTime.Now + CHARGE_WAIT_TIME;
+					m_Animator.SetTrigger("walk");
+				}
+			} 
+			
+			else if(State == SlimeState.Charging) {
+				// If it has charged long enough.
+				if(DateTime.Now >= NextTimeStateCanChange) {
+					// Set momentum
+					var pos = TargetLocation;//target.position;
+					var temp = (pos - rb.transform.position);
+					temp.z = 0;
+					var direction = temp.normalized;
+					rb.AddForce((float) LeapForce * direction, ForceMode2D.Impulse);
+
+					// Update the state.
+					State = SlimeState.Leaping;
+					NextTimeStateCanChange = DateTime.Now + LEAP_WAIT_TIME;
+				}
+			} 
+			
+			else if(State == SlimeState.Leaping) {
+				// If it has charged long enough.
+				if(DateTime.Now >= NextTimeStateCanChange || rb.velocity == Vector2.zero) {
+					// Update the state.
+					State = SlimeState.Idle;
+					NextTimeStateCanChange = DateTime.Now + IDLE_WAIT_TIME;
+					m_Animator.SetTrigger("idle");
+
+				}
+			}
+
+		}
+
+		private bool TryMove(Vector2 direction) {
+	
+			if(direction != Vector2.zero) {
+			
+				// Check for potential collisions
+				int count = rb.Cast(
+						direction, // X and Y values between -1 and 1 that represent the direction from the body to look for collisions
+						movementFilter, // The settings that determine where a collision can occur on such as layers to collide with
+						castCollisions, // List of collisions to store the found collisions into after the Cast is finished
+						(float) MovementSpeed * Time.fixedDeltaTime + collisionOffset); // The amount to cast equal to the movement plus an offset
+				//Debug.Log($"cast {string.Join(", ", castCollisions.Select(x => $"{x.collider.isTrigger}"))}");
+				//Debug.Log($"rb.position : {rb.position}");
+				//Debug.Log($"target.position : {target.position}");
+				//Debug.Log($"direction : {direction}");
+				if(count == 0){
+					rb.MovePosition(rb.position + direction * (float) MovementSpeed * Time.fixedDeltaTime);
+					//print($"rb.position {rb.position}");
+					//print($"direction {direction}");
+					RotateAnimation(direction);
+
+					return true;
+				} else {
+					return false;
+				}
+			} else {
+				// Can't move if there's no direction to move in
+				return false;
+			}
+			
+		}
+	}
+
+
+	/*
+		Attack
+	*/
+	public partial class SlimeController { 
+
+		private void Attack_OnColliderEnter2D(Collider2D other){
+			if (other.gameObject.tag == "Player")
+				isInMelee = true;
+		}
+
+
+		private void Attack_OnColliderStay2D(Collider2D other){
+			var player = other.gameObject.GetComponent<PlayerController>();
+			if (player != null){
+				if(player.TakeDamage(Damage)) {
+						//knockback ? 
+						//animer nå ?
+						
+				}
+			} 
+		}
+
+		private void Attack_OnColliderExit2D(Collider2D other){
+			if (other.gameObject.tag == "Player")
+				isInMelee = false;
+		}
+
+	}
+
+	/*
+		Movement
+	*/
+	public partial class SlimeController { 
+
+		private void Move_OnColliderEnter2D(Collider2D other) {
+			if (other.gameObject.tag == "Player") {
+				//m_Animator.SetTrigger("walk");
+				target = other.transform;
+			}
+		}
+
+		private void Move_OnColliderStay2D(Collider2D other) {
+			if (other.gameObject.tag == "Player") { } 
+		}
+
+		private void Move_OnColliderExit2D(Collider2D other) {
+			if (other.gameObject.tag == "Player") {
+				//m_Animator.SetTrigger("idle");
+				target = null;        
+			}      
+		}
+			
+	}
+
+	/*
+		The different states the slime can be in.
+	*/
+	public enum SlimeState {
+		Idle, Charging, Leaping
+	}
+}
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new file mode 100644
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diff --git a/MrBigsock/Assets/Prefabs/Enemy_Slime.prefab b/MrBigsock/Assets/Prefabs/Enemy_Slime.prefab
new file mode 100644
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diff --git a/MrBigsock/Assets/Prefabs/Enemy_Slime.prefab.meta b/MrBigsock/Assets/Prefabs/Enemy_Slime.prefab.meta
new file mode 100644
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diff --git a/MrBigsock/ProjectSettings/Physics2DSettings.asset b/MrBigsock/ProjectSettings/Physics2DSettings.asset
index 6cfcddaacd6468d283a2d3f7017eaca4762ca6a7..ff6f57d502c6c6c0942d69e0183ca998677b2d6e 100644
--- a/MrBigsock/ProjectSettings/Physics2DSettings.asset
+++ b/MrBigsock/ProjectSettings/Physics2DSettings.asset
@@ -53,4 +53,4 @@ Physics2DSettings:
   m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
   m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
   m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
-  m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
+  m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffdff9ffffffffffffffffffffffffffffdffbffffdff9ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
diff --git a/MrBigsock/ProjectSettings/TagManager.asset b/MrBigsock/ProjectSettings/TagManager.asset
index 1c92a7840ec11895c76785f65d949a3d20d53355..9a93f78ef7741fff08100f45a720617a8b27c9ad 100644
--- a/MrBigsock/ProjectSettings/TagManager.asset
+++ b/MrBigsock/ProjectSettings/TagManager.asset
@@ -14,8 +14,8 @@ TagManager:
   - 
   - 
   - 
-  - 
-  - 
+  - Player
+  - PlayerProjectile
   - 
   - 
   -