script_enemy_main
{
        let csd     = GetCurrentScriptDirectory;
	let speed = GetSpeed;
	let angle = GetAngle;
	let num = GetArgument;
	let imgEnemy=csd~"..\lib\fairy_yellow.png";
	let SelectedDifficult=GetCommonDataDefault("SELECTEDDIFFICULT","Normal");
    @Initialize {
        SetLife(1150);
        SetDamageRate(100,100);
	SetTexture(imgEnemy);
	Initialize_Fairy(7);
	Tmain;
	}

    @MainLoop {
	if(GetLife>1000)
	{
	SetCollisionA(GetX(),GetY(),48);
        SetCollisionB(GetX(),GetY(),8);
	}
	if(GetCommonDataDefault("YUKAAPPEAR",false==true))
	{
		       SetLife(1000);
	}
	yield;
    }

        @DrawLoop {
	if(GetLife>1000)
	{
		DrawFairy(imgEnemy);
	}
	}

        @Finalize
        {
		if(!BeVanished)
		{
			loop(8)
			{
				ItemSet(GetX+rand(-20,20),GetY+rand(-20,20),1);
				ItemSet(GetX+rand(-20,20),GetY+rand(-20,20),2);
			}
		}
        } 

task Tmain
{
yield;
GetDamege;
move;
shot;
eraze;
AutoErazeTime(900);
Explode(4);
ItemDrop;
}

task ItemDrop
{
	while(GetLife>1000)
	{
		yield;
	}
		if(!BeVanished)
		{
			loop(5)
			{
				ItemSet(GetX+rand(-20,20),GetY+rand(-20,20),1);
				ItemSet(GetX+rand(-20,20),GetY+rand(-20,20),2);
			}
		}
}

task GetDamege
{
loop
{
	if(GetHitCount!=0)
	{
		SetColor(150,150,255);
		wait(10);
	}
	else
	{
		SetColor(255,255,255);
		if(GetLife<40)
		{
			SetColor(255,150,150);
		}
	}
yield;
}
}

task move
{
loop(20)
{
	SetSpeed(2);
	SetAngle(90);
	yield;
}
SetSpeed(1);
}

task shot
{
wait(20);
alternative(SelectedDifficult)
case("Easy")
{
let angle=rand(0,360);
	loop(3)
	{
	if(GetLife<=1000)
	{
		break;
	}
		let angle=rand(0,360);
		let angleplus=0;
		ascent(let i in 0..3)
		{
			ascent(let j in 0..8)
			{
			//	CreateShot01(GetX,GetY,2-0.1*i,j*60+angle+angleplus,RED11,10);
			//	CreateShot01(GetX,GetY,2-0.1*i,j*60+angle-angleplus,RED11,10);
			//	CreateShotFromScript( "shot1",GetX, GetY,2-0.1*i,j*60+angle+angleplus, 10,RED11);
			//	CreateShotFromScript( "shot1",GetX, GetY,2-0.1*i,j*60+angle-angleplus, 10,RED11);
				CreateShot01ToItem(GetX,GetY,2-0.1*i,j*45+angle+angleplus,RED11,10);
				CreateShot01ToItem(GetX,GetY,2-0.1*i,j*45+angle-angleplus,RED11,10);
			}
			angleplus+=1;
			wait(1);
		}
		wait(60);
	}
}
case("Normal")
{
let angle=rand(0,360);
	loop(3)
	{
	if(GetLife<=1000)
	{
		break;
	}
		let angle=rand(0,360);
		let angleplus=0;
		ascent(let i in 0..4)
		{
			ascent(let j in 0..8)
			{
			//	CreateShot01(GetX,GetY,2-0.1*i,j*45+angle+angleplus,RED11,10);
			//	CreateShot01(GetX,GetY,2-0.1*i,j*45+angle-angleplus,RED11,10);
			//	CreateShotFromScript( "shot1",GetX, GetY,2-0.1*i,j*60+angle+angleplus, 10,RED11);
			//	CreateShotFromScript( "shot1",GetX, GetY,2-0.1*i,j*60+angle-angleplus, 10,RED11);
				CreateShot01ToItem(GetX,GetY,2-0.1*i,j*45+angle+angleplus,RED11,10);
				CreateShot01ToItem(GetX,GetY,2-0.1*i,j*45+angle-angleplus,RED11,10);
			}
			angleplus+=1;
			wait(1);
		}
		wait(60);
	}
}
case("Hard")
{
let angle=rand(0,360);
	loop(3)
	{
	if(GetLife<=1000)
	{
		break;
	}
		let angle=rand(0,360);
		let angleplus=0;
		ascent(let i in 0..6)
		{
			ascent(let j in 0..8)
			{
			//	CreateShot01(GetX,GetY,2.5-0.1*i,j*45+angle+angleplus,RED11,10);
			//	CreateShot01(GetX,GetY,2.5-0.1*i,j*45+angle-angleplus,RED11,10);
			//	CreateShotFromScript( "shot1",GetX, GetY,2.5-0.1*i,j*60+angle+angleplus, 10,RED11);
			//	CreateShotFromScript( "shot1",GetX, GetY,2.5-0.1*i,j*60+angle-angleplus, 10,RED11);
				CreateShot01ToItem(GetX,GetY,2.5-0.1*i,j*45+angle+angleplus,RED11,10);
				CreateShot01ToItem(GetX,GetY,2.5-0.1*i,j*45+angle-angleplus,RED11,10);
			}
			angleplus+=1;
			wait(1);
		}
		wait(60);
	}
}
case("Lunatic")
{
let angle=rand(0,360);
	loop(3)
	{
	if(GetLife<=1000)
	{
		break;
	}
		let angle=rand(0,360);
		let angleplus=0;
		ascent(let i in 0..8)
		{
			ascent(let j in 0..8)
			{
			//	CreateShot01(GetX,GetY,3-0.1*i,j*45+angle+angleplus,RED11,10);
			//	CreateShot01(GetX,GetY,3-0.1*i,j*45+angle-angleplus,RED11,10);
			//	CreateShotFromScript( "shot1",GetX, GetY,3-0.1*i,j*60+angle+angleplus, 10,RED11);
			//	CreateShotFromScript( "shot1",GetX, GetY,3-0.1*i,j*60+angle-angleplus, 10,RED11);
				CreateShot01ToItem(GetX,GetY,3-0.1*i,j*45+angle+angleplus,RED11,10);
				CreateShot01ToItem(GetX,GetY,3-0.1*i,j*45+angle-angleplus,RED11,10);
			}
			angleplus+=1;
			wait(1);
		}
		wait(60);
	}
}

case("Extra")
{
let angle=rand(0,360);
	loop(3)
	{
	if(GetLife<=1000)
	{
		break;
	}
		let angle=rand(0,360);
		let angleplus=0;
		ascent(let i in 0..8)
		{
			ascent(let j in 0..12)
			{
			//	CreateShot01(GetX,GetY,3-0.1*i,j*45+angle+angleplus,RED11,10);
			//	CreateShot01(GetX,GetY,3-0.1*i,j*45+angle-angleplus,RED11,10);
			//	CreateShotFromScript( "shot1",GetX, GetY,3-0.1*i,j*60+angle+angleplus, 10,RED11);
			//	CreateShotFromScript( "shot1",GetX, GetY,3-0.1*i,j*60+angle-angleplus, 10,RED11);
				CreateShot01ToItem(GetX,GetY,3-0.1*i,j*30+angle+angleplus,RED11,10);
				CreateShot01ToItem(GetX,GetY,3-0.1*i,j*30+angle-angleplus,RED11,10);
			}
			angleplus+=1;
			wait(1);
		}
		wait(60);
	}
}

}

task playershotE
{
let angle=GetAngleToPlayer;
ascent(let j in 1..5)
{
	ascent(let i in 0..j)
	{
	CreateShot01(GetX,GetY,3,angle+i*10,RED11,10);
	}
wait(3);
angle-=5;
}
}

task playershotN
{
let angle=GetAngleToPlayer;
ascent(let j in 1..8)
{
	ascent(let i in 0..j)
	{
	CreateShot01(GetX,GetY,3,angle+i*8,RED11,10);
	}
wait(3);
angle-=4;
}
}

task playershotH
{
let angle=GetAngleToPlayer;
ascent(let j in 1..10)
{
	ascent(let i in 0..j)
	{
	CreateShot01(GetX,GetY,4,angle+i*4,RED11,10);
	}
wait(3);
angle-=2;
}
}

task playershotL
{
let angle=GetAngleToPlayer;
ascent(let j in 1..12)
{
	ascent(let i in 0..j)
	{
	CreateShot01(GetX,GetY,5,angle+i*4,RED11,10);
	}
wait(3);
angle-=2;
}
}


task eraze
{
while(!BeVanished)
{
        	if(GetX<GetClipMinX-64||GetX>GetClipMaxX+64||GetY<GetClipMinY-32||GetY>GetClipMaxY+32)
        	{
        		VanishEnemy();
        	}
yield;
}
}


#include_function ".\..\txt/StageEnemydata.txt"
#include_function ".\..\lib\lib_anime_fairy.txt"
}

#include_script ".\..\txt/EnemyShotData.txt"