script_enemy_main
{
	let count;//弾を出す間隔を制御するための変数;
	let cx;//変数cxに真ん中の座標を代入;
	@Initialize
	{
		count=0;//弾を出す間隔を制御するための変数;
		cx=GetCenterX();//変数cxに真ん中の座標を代入;
		SetLife(840);//敵のライフを1000に
		SetDamageRate(10,0);
		SetGraphicRect(64,1,127,64);//描画元の矩形を(64,1)-(127,64)に設定
		LoadGraphic("script\img\ExRumia.png");//script\img\ExRumia.jpgをテクスチャに読みこみ
		LoadUserShotData("script\sample_ring\HAL_ring.txt");
		SetMovePosition02(cx,60,60);//座標(cx,60)に60フレームで移動
		Shot1;
		Shot2;
		Shot3;
		Shot4;
		Shot5;
		Shot6;
		Shot7;
		Shot8;
		Shot9;
		Shot10;
		Shot11;
		Shot12;
		Shot13;
		Shot14;
		Shot15;
		Shot16;
		Shot17;
		Shot18;
		Shot19;
		Shot20;
		Shot21;
		Shot22;
		Shot23;
		Shot24;
		Shot25;
		Shot26;
		Shot27;
		Shot28;
		Shot29;
		Shot30;
		Shot31;
		Shot32;
		Shot33;
		Shot34;
		Shot35;
		Shot36;
	}
		
	@MainLoop
	{
		yield;
		SetCollisionA(GetX(),GetY(),32);//敵の座標に当たり判定を登録
		SetCollisionB(GetX(),GetY(),24);//敵の座標に当たり判定(体当たり用)を登録
		count++;//1フレーム毎にcountが1増加
	}
	task Shot1
	{
		SetShotDirectionType(PLAYER);
		let angle1=0;
		loop{
			CreateShot01(GetX(),GetY(),5,angle1,BLUE23,0);
			angle1+=15;
		loop(4){yield;}
		}
	}
	task Shot2
	{
		SetShotDirectionType(PLAYER);
		let angle2=10;
		loop{
			CreateShot01(GetX(),GetY(),5,angle2,BLUE23,0);
			angle2+=15;
		loop(4){yield;}
		}
	}
	task Shot3
	{
		SetShotDirectionType(PLAYER);
		let angle3=20;
		loop{
			CreateShot01(GetX(),GetY(),5,angle3,BLUE23,0);
			angle3+=15;
		loop(4){yield;}
		}
	}
	task Shot4
	{
		SetShotDirectionType(PLAYER);
		let angle4=30;
		loop{
			CreateShot01(GetX(),GetY(),5,angle4,BLUE23,0);
			angle4+=15;
		loop(4){yield;}
		}
	}
	task Shot5
	{
		SetShotDirectionType(PLAYER);
		let angle5=40;
		loop{
			CreateShot01(GetX(),GetY(),5,angle5,BLUE23,0);
			angle5+=15;
		loop(4){yield;}
		}
	}
	task Shot6
	{
		SetShotDirectionType(PLAYER);
		let angle6=50;
		loop{
			CreateShot01(GetX(),GetY(),5,angle6,BLUE23,0);
			angle6+=15;
		loop(4){yield;}
		}
	}
	task Shot7
	{
		SetShotDirectionType(PLAYER);
		let angle7=60;
		loop{
			CreateShot01(GetX(),GetY(),5,angle7,BLUE23,0);
			angle7+=15;
		loop(4){yield;}
		}
	}
	task Shot8
	{
		SetShotDirectionType(PLAYER);
		let angle8=70;
		loop{
			CreateShot01(GetX(),GetY(),5,angle8,BLUE23,0);
			angle8+=15;
		loop(4){yield;}
		}
	}
	task Shot9
	{
		SetShotDirectionType(PLAYER);
		let angle9=80;
		loop{
			CreateShot01(GetX(),GetY(),5,angle9,BLUE23,0);
			angle9+=15;
		loop(4){yield;}
		}
	}
	task Shot10
	{
		SetShotDirectionType(PLAYER);
		let angle10=90;
		loop{
			CreateShot01(GetX(),GetY(),5,angle10,BLUE23,0);
			angle10+=15;
		loop(4){yield;}
		}
	}
	task Shot11
	{
		SetShotDirectionType(PLAYER);
		let angle11=100;
		loop{
			CreateShot01(GetX(),GetY(),5,angle11,BLUE23,0);
			angle11+=15;
		loop(4){yield;}
		}
	}
	task Shot12
	{
		SetShotDirectionType(PLAYER);
		let angle12=110;
		loop{
			CreateShot01(GetX(),GetY(),5,angle12,BLUE23,0);
			angle12+=15;
		loop(4){yield;}
		}
	}
	task Shot13
	{
		SetShotDirectionType(PLAYER);
		let angle13=120;
		loop{
			CreateShot01(GetX(),GetY(),5,angle13,BLUE23,0);
			angle13+=15;
		loop(4){yield;}
		}
	}
	task Shot14
	{
		SetShotDirectionType(PLAYER);
		let angle14=130;
		loop{
			CreateShot01(GetX(),GetY(),5,angle14,BLUE23,0);
			angle14+=15;
		loop(4){yield;}
		}
	}
	task Shot15
	{
		SetShotDirectionType(PLAYER);
		let angle15=140;
		loop{
			CreateShot01(GetX(),GetY(),5,angle15,BLUE23,0);
			angle15+=15;
		loop(4){yield;}
		}
	}
	task Shot16
	{
		SetShotDirectionType(PLAYER);
		let angle16=150;
		loop{
			CreateShot01(GetX(),GetY(),5,angle16,BLUE23,0);
			angle16+=15;
		loop(4){yield;}
		}
	}
	task Shot17
	{
		SetShotDirectionType(PLAYER);
		let angle17=160;
		loop{
			CreateShot01(GetX(),GetY(),5,angle17,BLUE23,0);
			angle17+=15;
		loop(4){yield;}
		}
	}
	task Shot18
	{
		SetShotDirectionType(PLAYER);
		let angle18=170;
		loop{
			CreateShot01(GetX(),GetY(),5,angle18,BLUE23,0);
			angle18+=15;
		loop(4){yield;}
		}
	}
	task Shot19
	{
		SetShotDirectionType(PLAYER);
		let angle19=180;
		loop{
			CreateShot01(GetX(),GetY(),5,angle19,BLUE23,0);
			angle19+=15;
		loop(4){yield;}
		}
	}
	task Shot20
	{
		SetShotDirectionType(PLAYER);
		let angle20=190;
		loop{
			CreateShot01(GetX(),GetY(),5,angle20,BLUE23,0);
			angle20+=15;
		loop(4){yield;}
		}
	}
	task Shot21
	{
		SetShotDirectionType(PLAYER);
		let angle21=200;
		loop{
			CreateShot01(GetX(),GetY(),5,angle21,BLUE23,0);
			angle21+=15;
		loop(4){yield;}
		}
	}
	task Shot22
	{
		SetShotDirectionType(PLAYER);
		let angle22=210;
		loop{
			CreateShot01(GetX(),GetY(),5,angle22,BLUE23,0);
			angle22+=15;
		loop(4){yield;}
		}			
	}
	task Shot23
	{
		SetShotDirectionType(PLAYER);
		let angle23=220;
		loop{
			CreateShot01(GetX(),GetY(),5,angle23,BLUE23,0);
			angle23+=15;
		loop(4){yield;}
		}
	}
	task Shot24
	{
		SetShotDirectionType(PLAYER);
		let angle24=230;
		loop{
			CreateShot01(GetX(),GetY(),5,angle24,BLUE23,0);
			angle24+=15;
		loop(4){yield;}
		}
	}
	task Shot25
	{
		SetShotDirectionType(PLAYER);
		let angle25=240;
		loop{
			CreateShot01(GetX(),GetY(),5,angle25,BLUE23,0);
			angle25+=15;
		loop(4){yield;}
		}
	}
	task Shot26
	{
		SetShotDirectionType(PLAYER);
		let angle26=250;
		loop{
			CreateShot01(GetX(),GetY(),5,angle26,BLUE23,0);
			angle26+=15;
		loop(4){yield;}
		}
	}
	task Shot27
	{
		SetShotDirectionType(PLAYER);
		let angle27=260;
		loop{
			CreateShot01(GetX(),GetY(),5,angle27,BLUE23,0);
			angle27+=15;
		loop(4){yield;}
		}
	}
	task Shot28
	{
		SetShotDirectionType(PLAYER);
		let angle28=270;
		loop{
			CreateShot01(GetX(),GetY(),5,angle28,BLUE23,0);
			angle28+=15;
		loop(4){yield;}
		}
	}
	task Shot29
	{
		SetShotDirectionType(PLAYER);
		let angle29=280;
		loop{
			CreateShot01(GetX(),GetY(),5,angle29,BLUE23,0);
			angle29+=15;
		loop(4){yield;}
		}
	}
	task Shot30
	{
		SetShotDirectionType(PLAYER);
		let angle30=290;
		loop{
			CreateShot01(GetX(),GetY(),5,angle30,BLUE23,0);
			angle30+=15;
		loop(4){yield;}
		}
	}
	task Shot31
	{
		SetShotDirectionType(PLAYER);
		let angle31=300;
		loop{
			CreateShot01(GetX(),GetY(),5,angle31,BLUE23,0);
			angle31+=15;
		loop(4){yield;}
		}
	}
	task Shot32
	{
		SetShotDirectionType(PLAYER);
		let angle32=310;
		loop{
			CreateShot01(GetX(),GetY(),5,angle32,BLUE23,0);
			angle32+=15;
		loop(4){yield;}
		}
	}
	task Shot33
	{
		SetShotDirectionType(PLAYER);
		let angle33=320;
		loop{
			CreateShot01(GetX(),GetY(),5,angle33,BLUE23,0);
			angle33+=15;
		loop(4){yield;}
		}
	}
	task Shot34
	{
		SetShotDirectionType(PLAYER);
		let angle34=330;
		loop{
			CreateShot01(GetX(),GetY(),5,angle34,BLUE23,0);
			angle34+=15;
		loop(4){yield;}
		}
	}
	task Shot35
	{
		SetShotDirectionType(PLAYER);
		let angle35=340;
		loop{
			CreateShot01(GetX(),GetY(),5,angle35,BLUE23,0);
			angle35+=15;
		loop(4){yield;}
		}
	}
	task Shot36
	{
		SetShotDirectionType(PLAYER);
		let angle36=350;
		loop{
			CreateShot01(GetX(),GetY(),5,angle36,BLUE23,0);
			angle36+=15;
		loop(4){yield;}
		}
	}
	@DrawLoop
	{
		SetTexture("script\img\ExRumia.png");//描画元テクスチャを設定
		DrawGraphic(GetX(),GetY())//敵の座標にExルーミアを描画;
	}
	
	@Finalize
	{
		DeleteGraphic("script\img\ExRumia.png");//読みこんだテクスチャを破棄
	}
}
