script_enemy_main
{
        let csd     = GetCurrentScriptDirectory;
	let speed = GetSpeed;
	let angle = GetAngle;
	let num = GetArgument;
	let imgEnemy=csd~"..\lib\fairy_green.png";
	let SelectedDifficult=GetCommonDataDefault("SELECTEDDIFFICULT","Normal");
    @Initialize {
        SetLife(1060);
	SetTexture(imgEnemy);
        SetDamageRate(100,100);
	Initialize_Fairy(4);
	Tmain;
	}

    @MainLoop {
	if(GetLife>1000)
	{
	SetCollisionA(GetX(),GetY(),48);
        SetCollisionB(GetX(),GetY(),8);
	}
	yield;
    }

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

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

task Tmain
{
yield;
GetDamege;
move;
shot;
eraze;
AutoErazeTime(900);
Explode(3);
ItemDrop;
}

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

task move
{
	SetAngle(angle);

loop(125)
{
	SetSpeed(speed);
	SetAngle(angle);
	yield;
	speed-=0.04;
}
	SetAngle(180-angle);
loop(80)
{
	SetSpeed(speed);
	yield;
	speed+=0.04;
}
loop(80)
{
	SetSpeed(speed);
	yield;
	speed-=0.04;
}
	SetAngle(angle);
loop
{
	SetSpeed(speed);
	yield;
	speed+=0.04;
}
}

task shot
{
alternative(SelectedDifficult)
case("Easy")
{
wait(20);
	loop
	{
	if(GetLife<=1000)
	{
		break;
	}
	//	CreateShot01(GetX+10,GetY,2,90,RED12,0);
	//	CreateShot01(GetX-10,GetY,2,90,RED12,0);
	//	CreateShotFromScript( "shot1",GetX+10, GetY, 2, 90, 0, RED12);
	//	CreateShotFromScript( "shot1",GetX-10, GetY, 2, 90, 0, RED12);
		CreateShot01ToItem(GetX+10,GetY,2,90,RED12,0);
		CreateShot01ToItem(GetX-10,GetY,2,90,RED12,0);
		wait(25);
	}
}
case("Normal")
{
wait(20);
	loop
	{
	if(GetLife<=1000)
	{
		break;
	}
	//	CreateShot01(GetX+10,GetY,2.5,90,RED12,0);
	//	CreateShot01(GetX-10,GetY,2.5,90,RED12,0);
	//	CreateShotFromScript( "shot1",GetX+10, GetY, 2.5, 90, 0, RED12);
	//	CreateShotFromScript( "shot1",GetX-10, GetY, 2.5, 90, 0, RED12);
		CreateShot01ToItem(GetX+10,GetY,2.5,90,RED12,0);
		CreateShot01ToItem(GetX-10,GetY,2.5,90,RED12,0);
		wait(15);
	}
}
case("Hard")
{
wait(20);
	loop
	{
		loop(2)
		{
	if(GetLife<=1000)
	{
		break;
	}
	//	CreateShot01(GetX+10,GetY,3,90,RED12,0);
	//	CreateShot01(GetX-10,GetY,3,90,RED12,0);
	//	CreateShotFromScript( "shot1",GetX+10, GetY, 3, 90, 0, RED12);
	//	CreateShotFromScript( "shot1",GetX-10, GetY, 3, 90, 0, RED12);
		CreateShot01ToItem(GetX+10,GetY,3,90,RED12,0);
		CreateShot01ToItem(GetX-10,GetY,3,90,RED12,0);
		wait(5);
		}
		wait(15);
	}
}
case("Lunatic")
{
wait(20);
	loop
	{
		loop(3)
		{
	if(GetLife<=1000)
	{
		break;
	}
	//	CreateShot01(GetX+10,GetY,3.5,90,RED12,0);
	//	CreateShot01(GetX-10,GetY,3.5,90,RED12,0);
	//	CreateShotFromScript( "shot1",GetX+10, GetY, 3.5, 90, 0, RED12);
	//	CreateShotFromScript( "shot1",GetX-10, GetY, 3.5, 90, 0, RED12);
		CreateShot01ToItem(GetX+10,GetY,3.5,90,RED12,0);
		CreateShot01ToItem(GetX-10,GetY,3.5,90,RED12,0);
		wait(5);
		}
		wait(15);
	}
}

case("Extra")
{
wait(10);
	loop
	{
		loop(3)
		{
	if(GetLife<=1000)
	{
		break;
	}
	//	CreateShot01(GetX+10,GetY,3.5,90,RED12,0);
	//	CreateShot01(GetX-10,GetY,3.5,90,RED12,0);
	//	CreateShotFromScript( "shot1",GetX+10, GetY, 3.5, 90, 0, RED12);
	//	CreateShotFromScript( "shot1",GetX-10, GetY, 3.5, 90, 0, RED12);
		CreateShot01ToItem(GetX+10,GetY,3.5,90,RED12,0);
		CreateShot01ToItem(GetX-10,GetY,3.5,90,RED12,0);
		CreateShot01ToItem(GetX+20,GetY,3.5,80,RED12,0);
		CreateShot01ToItem(GetX-20,GetY,3.5,100,RED12,0);
		wait(5);
		}
		wait(10);
	}
}

}

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"
