#東方弾幕風
#Title[蛍符「暗中のフローライトHard」]
#Text[]
#Image[.]
#BackGround[User]
#Player[FREE]
#ScriptVersion[2]
script_enemy_main {
    let name    = "蛍符「暗中のフローライトHard」";
let csd = GetCurrentScriptDirectory;
    let imgBoss =csd ~ "..\lib/dot_wriggle.png"; 
    let imgFam  = csd ~ "img\familiar.png";
SetRateScoreSystemEnable(false);
    // 初期位置
    let xIni    = GetCenterX;
    let yIni    = GetClipMinY + 128;
	let wIni=60;
	let DrawY=330;
	let count=-wIni;
	let Bonus;
	let DBonusItem;
	alternative(GetCommonDataDefault("SELECTEDDIFFICULT","Normal"))
	case("Easy")
	{
		DBonusItem=1;
	}
	case("Normal")
	{
		DBonusItem=2;
	}
	case("Hard")
	{
		DBonusItem=3;
	}
	case("Lunatic")
	{
		DBonusItem=4;
	}
	let StandardSpellBonus=GetCommonDataDefault("BONUSPOINT",10000)*(20*DBonusItem+20*GetCommonDataDefault("STAGEPROGRESS",2));
	let SpellTimer=50;
	let SpellBonus=StandardSpellBonus/3;

    @Initialize {
       LoadUserShotData(GetCurrentScriptDirectory~".\..\img\shot_All.txt");
	StartSpellHistory(29);
        SetLife(800);
        SetDamageRate(5, 5);
        LoadGraphic(imgBoss);
        LoadGraphic(imgFam);
        SetTexture(imgBoss);
	InitializeAction();
        TMain;
    }

    @MainLoop {
        SetCollisionA(GetX, GetY, 32);
        SetCollisionB(GetX, GetY, 16);
	Bonus=GetSpellCardBonusScore-(SpellBonus*3)/(SpellTimer*60);
        yield;
    }

    @DrawLoop {
        DrawGraphic(GetX, GetY);
	DrawBoss( imgBoss );
	DrawSpellHistory;
    }

    @Finalize {
        DeleteGraphic(imgBoss);
	EndSpellHistory(29);	
	loop(20)
	{
		ItemSet(GetX+rand(-40,40),GetY+rand(-40,40),1);
		ItemSet(GetX+rand(-40,40),GetY+rand(-40,40),2);
	}
    }

    // メインタスク
task TMain 
{
	yield;
	standBy;
	spell;
	Trate;
	shot;
}

task Trate
{
	wait(120);
        SetDamageRate(25, 25);
}




sub standBy//初期位置へ
{
	SetAction(ACT_MOVE, 60);
	let wIni = 60;
	SetMovePosition02(xIni, yIni, wIni);
	SetInvincibility(wIni);
	wait(wIni);
}

sub spell//発動モーション
{
        CutIn(YOUMU, name, "", 0, 0, 0, 0);
        SetTimer(SpellTimer);
        SetScore(SpellBonus);
	SetAction(ACT_SPELL,90);
	wait(90);
}


task shot
{
loop
{
let angle=rand(0,360);
ascent(let i in 0..6)
{
Pashot(GetX,GetY,2,angle+i*60);
}
wait(30);
ascent(let i in 0..3)
{
Pashot(GetX,GetY,1,angle+i*120);
}
wait(90);
}
}

task Pashot(let x, let y, let speed, let angle) 
{
        let obj = Obj_Create(OBJ_SHOT);
        ObjShot_SetGraphic(obj, 167);
        Obj_SetAngle(obj, angle);
        Obj_SetSpeed(obj, speed);
        Obj_SetPosition(obj,x, y);
	wait(60);
	if(Obj_BeDeleted(obj)==false)
	{
	exp(Obj_GetX(obj),Obj_GetY(obj));
	}
        Obj_Delete(obj);
}

task exp(let x,let y)
{
ascent(let i in 0..20)
{
	shotL(x,y,2,i*18,243,244,30);
	shotL(x,y,2,i*18+9,243,244,30);
}
}

    task shotL(let x, let y, let speed, let angle,let grf1,let grf2,let delay) {

         let objE = Obj_Create(OBJ_SHOT);
        ObjShot_SetGraphic(objE, grf1);
        Obj_SetAngle(objE, angle);
        Obj_SetSpeed(objE, speed);
        Obj_SetPosition(objE, x, y);


        let objE2 = Obj_Create(OBJ_SHOT);
        ObjShot_SetGraphic(objE2, grf2);
        Obj_SetAngle(objE2, angle);
        Obj_SetSpeed(objE2, speed);
        Obj_SetPosition(objE2, x, y);
        Obj_SetCollisionToPlayer(objE2, false);
	ObjShot_SetDelay(objE,delay);
	ObjShot_SetDelay(objE2,delay);

    }


#include_function ".\..\txt\data.txt"
#include_function ".\..\txt\Spelldata.txt"
#include_function ".\..\lib/lib_anime_Patchouli.txt"
}
