You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: enemy_behaviour.rs
    path of file: ./repos/goku/examples
    
    the code of the file until where you have to start completion: /*
* Assets were take from here -> https://pixel-boy.itch.io/ninja-adventure-asset-pack

Your distribution folder might look like this:

MyGame/
├── assets/
│   ├── images/
│   ├── sounds/
│   └── ...
├── src/
└── Cargo.toml
*/

mod two_d;

pub fn test_top_down() -> Result<(), Box<dyn std::error::Error>> {
    let mut window = Window::new("My Game", 800, 600, false)?;

    let last_frame_time = unsafe { sdl2::sys::SDL_GetTicks() };
    let mut curre
    
pub fn test_top_down() -> Result<(), Box<dyn std::error::Error>> {
    let mut window = Window::new("My Game", 800, 600, false)?;

    let last_frame_time = unsafe { sdl2::sys::SDL_GetTicks() };
    let mut current_frame_time;
    let mut delta_time;

    let texture_creator = window.canvas.texture_creator();

    let texture_manager = TextureManagerAnim::new(&texture_creator);

    let texture_manager2 = TextureManagerAnim::new(&texture_creator);

    let mut player = GameObject::new(texture_manager, Vector2::new(50, 50));
    player.load_texture(Path::new("player_anim.png"), 30, 30, 150)?;

    let mut enemy = GameObject::new(texture_manager2, Vector2::new(70, 70));
    enemy.load_texture(Path::new("player_anim.png"), 30, 30, 150)?;

    let mut t1 = TextureManager::new(&texture_creator);
    t1.load_texture(&Path::new("NinjaAdventure/Backgrounds/Tilesets/TilesetField_1.png"))?;
    let mut t2 = TextureManager::new(&texture_creator);
    t2.load_texture(&Path::new("NinjaAdventure/Backgrounds/Tilesets/TilesetField_2.png"))?;
    let mut t3 = TextureManager::new(&texture_creator);
    t3.load_texture(&Path::new("NinjaAdventure/Backgrounds/Tilesets/TilesetHouse_1.png"))?;

    let tile_map = Tile::new(Path::new("test_assets/map.txt"), vec![
        &t1, &t2, &t3
        // Add more TextureManager objects for each tile type you want to render
    ])?;

    let mut vec_coll = vec![enemy.collider];
    vec_coll.extend(tile_map.colliders.iter().clone());

    // Create a camera object
    let mut camera = Camera::new(Vector2::new(0, 0), Vector2::new(800, 600));

    let mut enemy_speed = 1.0;  // This is now the actual current speed of your enemy
    let target_speed = 1.0;  // This is the speed your enemy wants to reach
    let acceleration = 0.1;  // This is how quickly your enemy can change speed
    let flee_distance = 100.0;
    let chase_distance = 200.0;

    let mut enemy_chasing = false;

    'mainloop: loop {
        current_frame_time = unsafe { sdl2::sys::SDL_GetTicks() };
        delta_time = (current_frame_time - last_frame_time) as f32 / 1000.0;

        for event in window.sdl_context.event_pump()?.poll_iter() {
            match event {
                Event::Quit { .. }
                | Event::KeyDown {
                    keycode: Option::Some(Keycode::Escape),
                    ..
                } => break 'mainloop,
                _ => {
                    player.update_position(event, &vec_coll, delta_time);
                }
            }
        }  

        // Update the camera's position to follow the player
        camera.update(player.get_position());

        window.canvas.clear();

        let direction_to_player_x = player.get_position()[0] - enemy.get_position()[0];
        let direction_to_player_y = player.get_position()[1] - enemy.get_position()[1];
        let distance_to_player = ((direction_to_player_x.pow(2) + direction_to_player_y.pow(2)) as f32).sqrt();

        let direction_to_player_x = direction_to_player_x as f32 / distance_to_player;
        let direction_to_player_y = direction_to_player_y as f32 / distance_to_player;

        let mut target_velocity_x = 0.0;
        let mut target_velocity_y = 0.0;

        if distance_to_player < flee_distance {
            // Enemy should move in the opposite direction
            target_velocity_x = -direction_to_player_x * target_speed;
            target_velocity_y = -direction_to_player_y * target_speed;
            enemy_chasing = false;
        } else if distance_to_player > chase_distance {
            // Enemy should move towards the player
            target_velocity_x = direction_to_player_x * target_speed;
            target_velocity_y = direction_to_player_y * target_speed;
            enemy_chasing = true;
        }

        // Gradually adjust the enemy's speed towards the target speed
        if enemy_chasing {
            enemy_speed += acceleration * delta_time;
            if enemy_speed > target_speed {
                enemy_speed = target_speed;
            }
        } else {
            enemy_speed -= acceleration * delta_time;
            if enemy_speed < -target_speed {
                enemy_speed = -target_speed;
            }
        }

        // Update the enemy's position
        let enemy_position = enemy.get_position();
        enemy.position[0] = (enemy_position[0] as f32 + target_velocity_x * delta_time) as i32;
        enemy.position[1] = (enemy_position[1] as f32 + target_velocity_y * delta_time) as i32;


        // Render the tile map
        for y in 0..tile_map.tile_map.len() {
            for x in 0..tile_map.tile_map[0].len() {
                let tile_index = tile_map.tile_map[y][x] as usize;
                let texture_manager = &tile_map.textures[tile_index];
                let rect = Rect::new((x * 82) as i32, (y * 82) as i32, 82, 82);
                let transformed_rect = camera.transform_rect(rect);
                texture_manager.render_texture(&mut window.canvas, transformed_rect)?;
            }
        }

        // Render the player
        let player_rect = Rect::new(player.position.x, player.position.y, player.texture_manager_anim.texture.as_ref().unwrap().sprite_sheet.frame_width * 2, player.texture_manager_anim.texture.as_ref().unwrap().sprite_sheet.frame_height * 2);
        let transformed_player_rect = camera.transform_rect(player_rect);
        player.texture_manager_anim.render_texture(&mut window.canvas, transformed_player_rect)?;

        // Render the enemy
        let enemy_rect = Rect::new(enemy.position.x, enemy.position.y, enemy.texture_manager_anim.texture.as_ref().unwrap().sprite_sheet.frame_width * 2, enemy.texture_manager_anim.texture.as_ref().unwrap().sprite_sheet.frame_height * 2);
        let transformed_enemy_rect = camera.transform_rect(enemy_rect);
        enemy.texture_manager_anim.render_texture(&mut window.canvas, transformed_enemy_rect)?;

        window.canvas.present();
    }
    Ok(())
}