// w t[҂
function wait(w) {
    loop(w) { yield; }
}

function WaitForZeroEnemy()//G0ɂȂ܂őҋ@֐
{
	while(GetEnemyNum() != 0){yield;}
}

//悤ȊpxɂȂȂVbg
task RandomAdjustShot(let x, let y, let speed, let anglestart, let angleend, let graphic, let delay, let bullet, let anglemingap)
{

if((angleend-anglestart)/anglemingap<bullet+1)//iv[vh~
{
	return;
}

let angle=[];
ascent(let k in 0..bullet)
{
angle = angle ~ [k];
}
ascent( k in 0..bullet)
{
	angle[k]=rand(anglestart,angleend);
}
loop
{
	let count=0;
	ascent(let i in 0..bullet)//SĂ̊pxrĐݒȉ̍̏ꍇpxuB
	{
		ascent(let j in 0..bullet)
		{
		if(angle[i] <= angle[j]+anglemingap && angle[i] >= angle[j]-anglemingap && i != j)
		{
			angle[i]=rand(anglestart,angleend);
			count=1;
		}
		}

	}
	if(count==0)//uNȂȂ烋[vI
	{
		break;
	}
}

ascent(let g in 0..bullet)
{
CreateShot01(x, y, speed, angle[g],graphic,delay);
}
}
