#e
#Title[KueLv]
#Text[]
#Image[.]
#BackGround[User]
#ScriptVersion[2]
script_enemy_main {
    let name    = "KueLv";
let csd = GetCurrentScriptDirectory;
    let imgBoss = "script\img\ExRumia.png"; 
SetRateScoreSystemEnable(false);
    // ʒu
    let xIni    = GetCenterX;
    let yIni    = GetCenterY;
    @Initialize {

        SetLife(6000);
        SetDamageRate(5, 5);
        LoadGraphic(imgBoss);
        SetTexture(imgBoss);
        setGraphicStop;
        TMain;
    }

    @MainLoop {
        SetCollisionA(GetX, GetY, 32);
        SetCollisionB(GetX, GetY, 16);
        yield;
    }

    @DrawLoop {
        DrawGraphic(GetX, GetY);
    }

    @Finalize {
        DeleteGraphic(imgBoss);
    }

    // C^XN
task TMain 
{
	yield;
	standBy;
	spell;
	Trate;
	TMove;
	Shot;
}

task Trate
{
	wait(120);
        SetDamageRate(100, 100);
}

sub spell//[V
{
        CutIn(YOUMU, name, "", 0, 0, 0, 0);
        SetTimer(60);
        SetScore(22000000/3);
	wait(60);
}

sub standBy//ʒu
{
        setGraphicMove;
	let wIni = 60;
	SetMovePosition02(xIni, yIni, wIni);
	SetInvincibility(wIni);
	wait(wIni);
        setGraphicPose;
}

task TMove//ړ
{
	loop
	{
	wait(130);
	moveToPlayer(rand(5,10), rand(-5, 5), 30,
                     GetCenterX - 48, GetCenterY - 32,
                     GetCenterX + 48, GetCenterY + 32);
        setGraphicMove;
	wait(30);
        setGraphicPose;
	}
}


task Shot
{
	loop
	{
	let angle=360/32;
	ascent(let i in 0..32)
		{
		shotL(GetX,GetY,3,angle+i*(360/32),BLUE01,0,i%2);
		}
	ascent(let i in 0..16)
		{
		ascent(let j in -1..4)
			{
			shotB(GetX,GetY,2,angle+i*(360/16),BLUE01,0,j*12,1);
			shotB(GetX,GetY,2,angle+i*(360/16),BLUE01,0,j*12-6,-1);
			}
		}
	wait(160);
	}
}

task shotL(let x, let y, let speed,let angle, let graphic, let delay, let num)
{
	let count=0;
	let count1=0;
	let length=0;
	let obj = Obj_Create(OBJ_LASER);
	Obj_SetPosition(obj, x, y);
	Obj_SetSpeed(obj, speed);
	Obj_SetAngle(obj, angle);
	ObjShot_SetGraphic(obj, graphic);
	ObjShot_SetDelay(obj, delay);
	ObjLaser_SetLength(obj, length);
	ObjLaser_SetWidth(obj, 8);
	ObjLaser_SetSource(obj,false);
if(num==0)
{
	while(!Obj_BeDeleted(obj))
	{
		while(length<120)
		{
			ObjLaser_SetLength(obj, length);
			length+=3;
			yield;
		}
		loop
		{
			Obj_SetAlpha(obj,0);
			Obj_SetCollisionToPlayer(obj,false);
			count+=1;
			wait(120);
			if(count/2==1)
			{
			Obj_SetAlpha(obj,255);
			Obj_SetCollisionToPlayer(obj,true);
			}
			loop(40)
			{
				Obj_SetPosition(obj, Obj_GetX(obj)+speed*cos(angle),Obj_GetY(obj)+speed*sin(angle));
				yield;
			}

		}
    	}
}

if(num==1)
{
Obj_SetAlpha(obj,0);
Obj_SetCollisionToPlayer(obj,false);
	while(!Obj_BeDeleted(obj))
	{
		while(length<120)
		{
			ObjLaser_SetLength(obj, length);
			length+=3;
			yield;
		}
		loop
		{
			wait(120);
			Obj_SetAlpha(obj,255);
			Obj_SetCollisionToPlayer(obj,true);
			loop(40)
			{
				Obj_SetPosition(obj, Obj_GetX(obj)+speed*cos(angle),Obj_GetY(obj)+speed*sin(angle));
				yield;
			}
			Obj_SetAlpha(obj,0);
			Obj_SetCollisionToPlayer(obj,false);
			loop(40)
			{
				Obj_SetPosition(obj, Obj_GetX(obj)+speed*cos(angle),Obj_GetY(obj)+speed*sin(angle));
				yield;
			}
			wait(120);

		}
    	}
}

}

task shotB(let x, let y, let speed,let angle, let graphic, let delay, let dis, let dir)
{
	let count=0;
	let count1=0;
	let obj = Obj_Create(OBJ_SHOT);
	Obj_SetPosition(obj, x, y);
	Obj_SetSpeed(obj, speed);
	Obj_SetAngle(obj, angle);
	ObjShot_SetGraphic(obj, graphic);
	ObjShot_SetDelay(obj, delay);
	Obj_SetAlpha(obj,0);
	ObjShot_SetBombResist(obj,true);
	Obj_SetCollisionToPlayer(obj,false);
		wait(40);
	while(!Obj_BeDeleted(obj))
	{
		Obj_SetCollisionToPlayer(obj,true);
		Obj_SetAlpha(obj,255);
		Obj_SetSpeed(obj, 0);
		ascent(let i in 0..120)//]
		{
			Obj_SetPosition(obj, x+(40-dis+count*60)*speed*cos(angle), y+(40-dis+count*60)*speed*sin(angle));
			if(i<=10)
			{
			angle+=3/32*dir;
			}
			if(10<i &&i<=20)
			{
			angle+=6/32*dir;
			}
			if(20<i && i<=40)
			{
			angle+=9/32*dir;
			}
			if(40<i && i<=50)
			{
			angle+=12/32*dir;
			}
			if(50<i && i<=70)
			{
			angle+=15/32*dir;
			}
			if(70<i && i<=80)
			{
			angle+=12/32*dir;
			}
			if(80<i && i<=100)
			{
			angle+=9/32*dir;
			}
			if(100<i && i<=110)
			{
			angle+=6/32*dir;
			}
			if(110<i && i<=120)
			{
			angle+=3/32*dir;
			}
			Obj_SetAlpha(obj,255);
			Obj_SetCollisionToPlayer(obj,true);
			yield;	
		}
		Obj_SetAngle(obj, angle);
		Obj_SetAlpha(obj,0);	
		Obj_SetCollisionToPlayer(obj,false);
		Obj_SetSpeed(obj, speed);
		count+=1;	
		wait(40);
    	}
}

    function moveToPlayer(xMove, yAdd, frame, left, top, right, bottom) {
        let x;
        let y;

        if(GetPlayerX < GetX)
	{
            x = GetX - xMove;

            if(x < left) {
                x = GetX + xMove;
            }
        } else {
            x = GetX + xMove;

            if(right < x) {
                x = GetX - xMove;
            }
        }

        y = GetY + yAdd;
        if(y < top) {
            y = top;
        } else if(bottom < y) {
            y = bottom;
        }

        SetMovePosition02(x, y, frame);
    }

    sub setGraphicStop  { SetGraphicRect(  0,   0,  64,  64); }
    sub setGraphicPose  { SetGraphicRect( 64,   0, 128,  64); }
    sub setGraphicLeft  { SetGraphicRect(128,   0, 192,  64); }
    sub setGraphicRight { SetGraphicRect(192,   0, 256,  64); }
 
   sub setGraphicMove {
        if(GetSpeedX < 0) {
            setGraphicLeft;
        } else {
            setGraphicRight;
        }
    }

#include_function ".\data.txt"
}