
#Title[ʏe1]
#Text[ʏe1]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main{
   #include_script".\function_effect.txt"
    #include_script".\function_bullet.txt"
     let csd = GetCurrentScriptDirectory;
        let gx = GetX;
        let gy = GetY;
        let gspeed = GetSpeed;
        let gangle = GetAngle;     
        let arg = GetArgument;
   let imgBOSS = csd~"img\character\dot_suika.png";
   let wIni  = 60;
   let csd = GetCurrentScriptDirectory;
   let shotData = csd ~ "data_usershot.txt";
   let se1 = csd~ "bgm\bell01.wav";
   let se2 = csd~ "bgm\eco01.wav";
   let se3 = csd~ "bgm\tm2_shoot000.wav";
   let se4 = csd~ "bgm\countdown.wav";
   let se5 = csd~ "bgm\goro03.wav";
    let effect = csd ~ "img\magic_circle\powercircle.png";
   let arrayL = [];

   @Initialize{
           if(GetPlayerType == REIMU_A){SetLife(3000);}
            else{SetLife(3000);}
           SetTimer(60);
       SetDamageRate(80,75);
        if(GetPlayerType == MARISA_B){
           SetDamageRate(80,50);
         }
           SetInvincibility(120);
           SetGraphicRect(0*128,0,1*128,128);   
           SetMovePosition03(GetCenterX,GetClipMinY+120,20,20);
        SetAlpha(255);
           LoadGraphic(imgBOSS);
          LoadGraphic(effect);
          LoadUserShotData(shotData);
         LoadSE(se1);LoadSE(se2);LoadSE(se3);LoadSE(se4);LoadSE(se5);
           TMain;
    }

   @MainLoop{
           SetCollisionA(GetX, GetY, 24);
           SetCollisionB(GetX, GetY, 24);

         yield;
       }

   @DrawLoop{
         SetTexture(imgBOSS);  
        DrawGraphic(GetX,GetY);
     }

    @Finalize{
        DeleteGraphic(imgBOSS);
        DeleteGraphic(effect);
        DeleteSE(se1);DeleteSE(se2);DeleteSE(se3);DeleteSE(se4);DeleteSE(se5);             
     }
 
     task TMain{
          yield;
      Circle(40);
       wait(120);
        Shot;
        Count;
    }

      task Shot{
     loop{
   Concentration01(120);
  PlaySE(se2);
 SetGraphicRect(5*128,1*128,6*128,2*128);
    ascent(s in 0..40){
     let x = GetCenterX+rand(-200,200); 
     let y = GetClipMinY+rand(-60,200);
     let v = 5*rand(0.1,1);
     let angle = rand(60,120);
     let color = 54;
     let delay = 10; 
    let split = 180-3*s;
   P(x,y,v,angle,color,delay,split);
    PlaySE(se3);
     wait(2);
        }
      wait(60);
   Explosion01(GetX,GetY,0.4,0.4,90);
    SetGraphicRect(5*128,2*128,6*128,3*128);
     PlaySE(se5);
      wait(90);
    Move;
      wait(120);
      }
    }

     task Move{
        let x = rand(48,100);
        let y = rand(0,32);
        let v = 2;
        let xmin = GetClipMinX+96;
        let ymin = GetClipMinY+60;
        let xmax = GetClipMaxX-96;
        let ymax = GetCenterY-60;
    /*    if(x>=GetX){SetGraphicRect(1*128,1*128,2*128,2*128);}
       else if(x<=GetX){SetGraphicRect(1*128,1*128,2*128,2*128);}*/
         SetMovePositionRandom01(x,y,v,xmin,ymin,xmax,ymax);
      /*   wait(90);
         SetGraphicRect(0*128,0,1*128,128); 
         wait(90); */
    }
       
   task P(x,y,v,angle,color,delay,split){
        let p = Obj_Create(OBJ_SHOT);
         Obj_SetX(p,x);
         Obj_SetY(p,y);
         Obj_SetSpeed(p,0);
         Obj_SetAngle(p,angle);
         ObjShot_SetGraphic(p,color);
         ObjShot_SetDelay(p,delay);
         Obj_SetAutoDelete(p,true);
         ObjShot_SetBombResist(p,false);
         Obj_SetCollisionToObject(p,true);
         Obj_SetCollisionToPlayer(p,true);
       wait(delay + split);
        Obj_SetSpeed(p,v);
     Shake;
    task Shake{
   let gx = GetX; let gy = GetY;
   let px = GetPlayerX; let py = GetPlayerY;
   let ox = Obj_GetX(p); let oy = Obj_GetY(p);
     ascent(c in 0..30){
       let ax = rand(-5,5);
       let ay = rand(-5,5);
      SetX(gx+ax); SetY(gy+ay);
      SetPlayerX(GetPlayerX+ax/10);
      SetPlayerY(GetPlayerY+ay/10);
      Obj_SetX(p,ox+ax);
      Obj_SetY(p,oy+ay+v*c);
      wait(1);
       }
    SetX(gx); SetY(gy);
      Obj_SetX(p,ox);
      Obj_SetY(p,oy+30*v);
   }

       Shot;
      task Shot{
       while(!Obj_BeDeleted(p)){
         if(Obj_GetY(p) >= GetClipMaxY){
          let x = Obj_GetX(p);
          let y = Obj_GetY(p);
          let v = 0;
          let angle = rand(-120,-60);
          let accel = 0.01;
          let vmax = 1;
          let color = 3;
          let delay = 0;
          CreateShot02(x,y,v,angle,accel,vmax,color,delay);
          Obj_Delete(p);
          }
         wait(1);
        }
       }
    }

      task Count{
        loop{
          if(GetTimer <= 10){PlaySE(se4);}
         wait(60);
        }
    }
     
   task Circle(size){
           let c= Obj_Create(OBJ_EFFECT);
             Obj_SetX(c,GetX);
             Obj_SetY(c,GetY);
             Obj_SetAngle(c,0);
             ObjEffect_SetAngle(c,0,0,0);
             ObjEffect_SetTexture(c,effect);
             ObjEffect_SetRenderState(c,ADD);
             ObjEffect_SetPrimitiveType(c,PRIMITIVE_TRIANGLEFAN);
             ObjEffect_SetLayer(c,0);
             ObjEffect_CreateVertex(c,62);
             ObjEffect_SetVertexXY(c,0,0,0);
             ObjEffect_SetVertexUV(c,0,128,128);
             ObjEffect_SetVertexColor(c,0,255,255,255,255);
             ObjEffect_SetScale(c,size/10,size/10);

            ascent(let i in 0..61){
                ObjEffect_SetVertexXY(c,i+1,cos(i*6)*20,sin(i*6)*20);
                ObjEffect_SetVertexUV(c,i+1,cos(i*6)*130+130,sin(i*6)*130+130);
                ObjEffect_SetVertexColor(c,i+1,255,255,255,255);
            }
       Spin;
       Up;
     task Spin{
      let h = 0;
         loop{
            Obj_SetX(c,GetX); Obj_SetY(c,GetY);
            ObjEffect_SetAngle(c,0,0,h);
            h += 8;
            wait(1);
           }
         }
       task Up{
            loop{
             ascent(a in 0..30){
            Obj_SetX(c,GetX); Obj_SetY(c,GetY);
            ObjEffect_SetScale(c,(size+a/5)/10,(size+a/5)/10);
            wait(1);
             }
            wait(10);
             descent(a in 0..30){
            Obj_SetX(c,GetX); Obj_SetY(c,GetY);
            ObjEffect_SetScale(c,(size+a/5)/10,(size+a/5)/10);
            wait(1);
             }
            wait(10);
           }
        }
    }

    function offsetX(radius,angle){
           return radius * cos(angle);
     }

        function offsetY(radius,angle){
            return radius * sin(angle);
     }           

       function move(f){
          SetMovePosition02(rand(GetClipMinX+60,GetClipMaxX-60),GetY+rand(-20,20),f);
     }
            
        function sc(r,g,b){
             SetShotColor(r,g,b);
     }

       sub setGraphicStop  { SetGraphicRect( 1, 1, 64, 64); }

       function wait(w){
                loop(w){yield;}
       }
}