//GG@dQ|R@]ėe@


script_enemy_main {
    //ʏݒ
    #include_function ".\INCLUDE\ENEMY_INI.txt"

	let IniX = GetX;	//wW
	let IniY = GetY;	//xW
	let wIni = 30;		//G
	let statesignal = 0;	//(ړƒe̔˂̓Ɏg)
	let vanishtime = 250;	//GŎ
	let DrawTurn = false;	//E(EFfalse@Ftrue)
	let DrawWait = 4;	//`Ԋu
	DrawEnemyNum = 7;	//`ԍ

	//@wpϐ
	let circle_img = csd ~ "\img\enemy.png";
	let circle_ang = 0;
	let circle_scl = 0;

    @Initialize {
	
        SetLife(20);

	LoadGraphicthM;

        SetInvincibility(wIni);
        SetDamageRate(50, 50);

        TMain;
    }

    @MainLoop {
        SetCollisionA(GetX, GetY, 24);
        SetCollisionB(GetX, GetY, 24);

	//̎ԂɂȂ玩EA܂͓GʒOɎE
	vanishtime--;
	if(vanishtime < 0){
		VanishEnemy;	//킴킴VanishEnemyp闝ŔuftHg̓Gj炳Ȃ悤ɂ邽߁v
	}
        yield; 
    }

    @DrawLoop {
	//@w`
	CircleDraw;

	DrawEnemyWait = (DrawEnemyWait + 1) % DrawWait;
	if(DrawEnemyWait == 0){
		DrawEnemyNum = GetNextDrawEnemy(DrawEnemyNum);
	}
	//G`
	EnemyDraw(ENEMY_BLUE01,DrawEnemyNum,DrawTurn);
    }

    @Finalize {
	
	//G|Ƃɐʉ炷
	if(GetLife <= 0){
		PlaySE(SE_HIT2);
		PlaySE(SE_VANISH);
		ItemSendToList(ITEM_PT_S_ZAKO2,5,GetX,GetY);
	}
    }

    @BackGround {
	
    }


//================̃CO͓̕ǂݎȂĂnj=====================================================================

    // C^XN
    task TMain {
        yield;
        __wait(wIni);

        Shot;
	move;
    }

    // @_
    task Shot { 
	let id = 1001;
	
        yield;
	__wait(10);
        loop(2){	//Weo@@30t[҂@@GɗxWeo
		ascent(let i in 0..8){
			PlaySE(SE_SHOT1);
			PlaySEdelay(SE_SHOT2,70);	//ʉ̃fBC
			
			//qg
			//i*35́A̓GړȂTt[ɒeĂ
			//GetArgument*5́ÁuPԖڂ̂ځvuQԖڂ̂-1ځvuRԖڂ̂-2ځvEEE@Aǂʒueo邽߂ɁA
			//̒éA̒iKŏړpxꂳ邽߂̍Hvł
			//GetAngleToPlayer͎@ˑɂׂ̂̂AShotA_funcœ̂gĂׁAǂRő݂̂s
			//l+180̗RsB炭eLg[B
			//܂QlɂȂȂAu̒e̕oԁvƁue̔ˉ񐔂ɂpxύXvʂɈˑ邱Ƃ΂B
			ShotA_func(GetX,GetY,8,GetAngleToPlayer,GetAngleToPlayer + 180 + i*35 + GetArgument*5);
			__wait(5);
		}
		__wait(30);
	}
	
    } 


//ShotȂ̒e	a2Vړ
function ShotA_func(let x, let y, let speed, let angle, let a2){
	let id = 1001;
	CreateShotA(id, GetX, GetY, 5);
	SetShotDirectionType(ABSOLUTE);
	SetShotDataA(id, 0, speed, angle, 0, -0.12, 0, US_RICE_S_BLUE);
	SetShotDirectionType(PLAYER);
	SetShotDataA(id, 70, 1, a2, 0, 0, 0, US_RICE_S_BLUE);
	SetShotDirectionType(ABSOLUTE);
	FireShot(id);
}




    // ړ
    task move { 
        yield;
	//Eɒړ  Ƀ^[  ɒړ
	SetMovePosition02(GetCenterX-30,IniY,30);
	__wait(30);
	SetMovePositionHermite(GetCenterX-30,IniY-90,320,0,320,180,40);
	__wait(20);
	DrawTurn = true;	//摜𔽓]
	__wait(20);
	SetMovePosition02(IniX,IniY-90,30);
	__wait(30);
    }
	
	
    // w t[҂
    function __wait(w) {
        loop(w) { yield; }
    }

}