
task Powor	//power̒lω^XNBoA⎞ԉ񕜁B
{
loop
{
	if(GetKeyState(VK_USER)==KEY_PUSH && Power>=1 && !OnBomb && Kekkaicount==0)
	{
		PlaySE(SE[0]);
		Barrier;
		Power-=1.00;
		loop
		{
		if(KekkaiOn==0)
		{
		break;
		}
		SetItemCollectLine(500);//ACeyW
		Power+=0.000125;
		yield;
		}
	Kekkaicount=10;
	}
if(Kekkaicount>0)
{
	Kekkaicount-=1;
}

if(Power<5 && !IsForbidBomb)
{
	Power+=0.0005;
}

if(Power<2 && !IsForbidBomb)
{
	Power+=0.00025;
}

SetItemCollectLine(160);//ACeyW
yield;
}
}

task Barrier//oÃ^XNBkƎ蓮̂QB
{
		bonus=1;
		KekkaiOn=1;
		let scax=0;
		let scay=0;
		let angle=0;
  		let obj = Obj_Create(OBJ_EFFECT);
		Obj_SetPosition(obj,GetPlayerX,GetPlayerY);
		ObjEffect_SetTexture(obj, imgKekkai);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
		ObjEffect_SetRenderState(obj, ADD);
		ObjEffect_SetScale(obj, scax,scay);
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -128, -128);
		ObjEffect_SetVertexXY(obj, 1,  128, -128);
		ObjEffect_SetVertexXY(obj, 2,  128,  128);
		ObjEffect_SetVertexXY(obj, 3, -128,  128);
		
		ObjEffect_SetVertexUV(obj, 0,  256,  0);
		ObjEffect_SetVertexUV(obj, 1,  512, 0);
		ObjEffect_SetVertexUV(obj, 2, 512,  256);
		ObjEffect_SetVertexUV(obj, 3, 256, 256);

		ObjEffect_SetVertexColor(obj,0,150,255,255,255);
		ObjEffect_SetVertexColor(obj,1,150,255,255,255);
		ObjEffect_SetVertexColor(obj,2,150,255,255,255);
		ObjEffect_SetVertexColor(obj,3,150,255,255,255);

		
		ObjEffect_SetLayer(obj, 3);
		ObjEffect_SetAngle(obj, 0,0,angle);
		loop(5){
			Obj_SetPosition(obj,GetPlayerX,GetPlayerY);
			scax+=0.1;
			scay+=0.1;
			ObjEffect_SetScale(obj, scax,scay);
			yield;
			}
		parin;
		loop(360){
			if(KekkaiOn==0)
			{
				break;
			}
			Obj_SetPosition(obj,GetPlayerX,GetPlayerY);
			scax-=0.5/360;
			scay-=0.5/360;
			angle+=3;
			ObjEffect_SetScale(obj, scax,scay);
			ObjEffect_SetAngle(obj, 0,0,angle);
			yield;
			}
		if(KekkaiOn==0 && !OnBomb)
		{
		loop(5)
		{
			scax+=0.5;
			scay+=0.5;
			ObjEffect_SetScale(obj, scax,scay);
			yield;
		}
		}
		Obj_Delete(obj);
		if(bonus==1)
		{
			PlaySE(SE[1]);
			Power+=0.5;
			Bonus;
			SetPlayerInvincibility(60);
		}
		KekkaiOn=0;
}

task Bonus //k̃^XN
{
	AddScore(bonuspoint*1000);
}

task parin//oÃ^XNB
{
wait(10);
loop
{
if(GetKeyState(VK_USER)==KEY_PUSH)
{
	yield;
	PlaySE(SE[1]);
	KekkaiOn=0;
	bonus=0;
	DeleteEnemyShotToItemInCircle(SHOT,GetPlayerX,GetPlayerY,208);
	Power+=0.25;
	break;
}
if( GetKeyState(VK_BOMB)==KEY_PUSH && GetPlayerBomb>=1)
{
	yield;
	KekkaiOn=0;
	bonus=0;
	break;
}
if(KekkaiOn==0)
{
break;
}

yield;
}

}