script_enemy_main {
    let time = 0;
    let phase = 1;
    let rate = 0;
    let life = 0;
    let kaku = 10;
    let score = 3000;
    let lv = 0;
    let angle = GetAngle();
    let rank = GetSpeed();
    let arg = GetArgument();
    let ex = GetCommonData("ex");
    let mapx = GetX();
    let mapy = GetY();
    let layer = 1;
    let bairitu = 1;
    let imgEnemy = GetCurrentScriptDirectory~"img\obj1.png";
    let tama = GetCurrentScriptDirectory~"tama.txt";
    let se1 = GetCurrentScriptDirectory~"wav\se1.wav";
    let se3 = GetCurrentScriptDirectory~"wav\se3.wav";
    @Initialize(){
        SetLife( 1000 );
        SetInvincibility( 10 );
        LoadGraphic( imgEnemy );
        LoadUserShotData( tama );
        SetX(mapx-GetCommonData("bgx"));
        SetY(GetCommonData("bgy")-mapy);
        Tgazou( 1+arg*64, 1, 64+arg*64, 64 );
    }
    @MainLoop {
        rate=life-GetLife;
        life=GetLife;
        if(phase==1&&rate%1>0){
           phase-=1;
           PlaySE(se3);
           Tdeath(4,24,2,1);
           CreateEnemyFromFile(GetCurrentScriptDirectory~"landitem.txt",mapx+15,mapy+15, 0, 0, 1);
           CreateEnemyFromFile(GetCurrentScriptDirectory~"landitem.txt",mapx+15,mapy-15, 0, 0, 1);
           CreateEnemyFromFile(GetCurrentScriptDirectory~"landitem.txt",mapx-15,mapy+15, 0, 0, 1);
           CreateEnemyFromFile(GetCurrentScriptDirectory~"landitem.txt",mapx-15,mapy-15, 0, 0, 1);
        }
        if(GetX<12||GetX>436||GetY<16){
           SetInvincibility( 5 );
        }
        if(time>240&&GetY>500){VanishEnemy;}
        if(time>1600){VanishEnemy;}
        if(phase>=1&&GetTimeOfPlayerInvincibility>0){SetCollisionA(GetX, GetY, 32);}
        SetX(mapx-GetCommonData("bgx"));
        SetY(GetCommonData("bgy")-mapy);
        lv=GetCommonData("rank");
        time++;
        yield;
    }
    @Finalize() {
    }
    @DrawLoop {
    }


   task Tgazou(x1,y1,x2,y2)
   {
      let system = GetCurrentScriptDirectory~"img\system.png";
      let objenemy = Obj_Create(OBJ_EFFECT);//GtFNgIuWFNg쐬
      ObjEffect_SetTexture(objenemy, imgEnemy);//Ȃ炩̃eNX`ݒ
      ObjEffect_SetPrimitiveType(objenemy, PRIMITIVE_TRIANGLESTRIP);//v~eBu^Cvݒ
      ObjEffect_CreateVertex(objenemy, 4);//_4
      ObjEffect_SetLayer(objenemy,layer);
		
      //lp`Ɋe_̍Wݒ
      ObjEffect_SetVertexXY(objenemy, 0, -(x2-x1)*bairitu/2, -(y2-y1)*bairitu/2);
      ObjEffect_SetVertexXY(objenemy, 1, -(x2-x1)*bairitu/2,  (y2-y1)*bairitu/2);
      ObjEffect_SetVertexXY(objenemy, 2,  (x2-x1)*bairitu/2, -(y2-y1)*bairitu/2);
      ObjEffect_SetVertexXY(objenemy, 3,  (x2-x1)*bairitu/2,  (y2-y1)*bairitu/2);
		
      //lp`Ɋe_UVlݒB(0,0)-(10,10)̕B
      ObjEffect_SetVertexUV(objenemy, 0, x1, y1);
      ObjEffect_SetVertexUV(objenemy, 1, x1, y2);
      ObjEffect_SetVertexUV(objenemy, 2, x2, y1);
      ObjEffect_SetVertexUV(objenemy, 3, x2, y2);

      Obj_SetPosition(objenemy, GetX, GetY);
   
		
      while(phase>-1){
         Obj_SetX(objenemy,GetX);
         Obj_SetY(objenemy,GetY);
         yield;
      }
      Obj_Delete(objenemy);
   }

    #include_function".\efanction.txt"
}

#include_script".\escript.txt"