//{ϐCreateShot01BCreateShot01ƑSB
//ꉞIuWFNgełB[vȂ̂functionƓlȊŌĂׂ܂
task DefenceBombShot01(x,y,speed,angle,bullet,delay){
let obj = Obj_Create(OBJ_SHOT);
Obj_SetX(obj, x);
Obj_SetY(obj, y);
Obj_SetSpeed(obj, speed);
Obj_SetAngle(obj, angle);
ObjShot_SetGraphic(obj, bullet);
ObjShot_SetDelay(obj, delay);
ObjShot_SetBombResist(obj,true);
			
while( !Obj_BeDeleted(obj) ){yield;}
}

//gRʎG̃NiCe̋̂悤Ȋ֐B(b)
	//x		˂wW
	//y		˂xW
	//minspeed	Œᑬx	
	//maxspeed	ő呬x
	//shots		ː
	//bullet	e摜

	task LineToPlayerShot(x,y,minspeed,maxspeed,shots,bullet){
	let angle = GetAngleToPlayer;
	let speedA = minspeed + (maxspeed - minspeed) / shots;
	let speed = minspeed;
	loop(shots){
	CreateShot02(x,y,speed,angle,0.3,speedA,bullet,15);
	speedA += (maxspeed - minspeed) / shots;
	yield;
	}
	}

	//ndw̗dETʑSʎ@̂悤ȒeɎg֐
	//p΃AJ[S[Xg╗RʉԂ̂悤Ȓeɂg
	//ndŵ悤ȊɂstoptimeOɂāAchangeangle
	//falseɂĂ
	//functionłobjeŎgĂ܂̂yield;K{
	//͂PPBȉڍ
	//cx		SwW
	//cy		SxW
	//radius	S̏
	//way		v
	//stoptime	~
	//speed		x
	//angle		px
	//afterangle	ω̊px
	//changeangle	pxω̗LtrueAfalseŎw
	//afterchange	ωpxω邩true,falseŎw
	//ichangeanglefalsȅꍇAafterangleAafterchange͖܂Bj
	//bullet	e摜
	//delay		x

	task StopToMoveShot(x,y,time,speed,angleA,angleB,bullet,delay){
	let obj = Obj_Create(OBJ_SHOT);
	Obj_SetX(obj, x);
	Obj_SetY(obj, y);
	Obj_SetSpeed(obj, 0);
	Obj_SetAngle(obj, angleA);
	ObjShot_SetGraphic(obj, bullet);
	ObjShot_SetDelay(obj, delay);

	loop(time){yield;}
	Obj_SetSpeed(obj, speed);
	Obj_SetAngle(obj, angleB);
	while( !Obj_BeDeleted(obj) ){yield;}
	}

	function AroundToShot(cx,cy,radius,way,stoptime,speed,angle,afterangle,changeangle,afterchange,bullet,delay){
	let Angle = angle;
	let addAngle = 360 / way;
	let x = cx + radius * cos(Angle);
	let y = cy + radius * sin(Angle);
	let AfterAngle = afterangle;
	let angleA;

	loop(way){
	if(changeangle == false){angleA = Angle;}
	else if(changeangle == true){angleA = AfterAngle;}

	StopToMoveShot(x,y,stoptime,speed,Angle,angleA,bullet,delay);
	Angle += addAngle;
	if(afterchange == true&&changeangle == true){AfterAngle += addAngle;}
	x = cx + radius * cos(Angle);
	y = cy + radius * sin(Angle);
	}
	}

	//Rʂ̂̎ɂȂĔłe̊֐̂BɈႤȁc
	//x		˂wW
	//y		˂xW
	//speed		xi0.1ʂhǂƁj
	//maxspeed	ōx
	//angle		ˊpx
	//bullet	e摜
	//delay		x

	function KunojiShot(x,y,speed,maxspeed,angle,bullet,delay){
	CreateShot02(x,y,speed,angle+1,0.285,maxspeed,bullet,delay);
	CreateShot02(x,y,speed,angle+2,0.27,maxspeed,bullet,delay);
	CreateShot02(x,y,speed,angle+3,0.255,maxspeed,bullet,delay);
	CreateShot02(x,y,speed,angle+4,0.24,maxspeed,bullet,delay);
	CreateShot02(x,y,speed,angle,0.3,maxspeed,bullet,delay);
	CreateShot02(x,y,speed,angle-1,0.285,maxspeed,bullet,delay);
	CreateShot02(x,y,speed,angle-2,0.27,maxspeed,bullet,delay);
	CreateShot02(x,y,speed,angle-3,0.255,maxspeed,bullet,delay);
	CreateShot02(x,y,speed,angle-4,0.24,maxspeed,bullet,delay);
	}

	//莞ԂŒ~AWayeɕ􂷂e֐iGpHcPUj
	//x		˂wW
	//y		˂xW
	//speed		ˏx
	//angle		ˊpx
	//bullet	Oee摜
	//delay		x
	//movetime	ړ
	//imovetime͌̎Ԃ܂ނstoptotimeȉɂ͏o܂j
	//stoptotime	
	//stoptime	~
	//spway		ev
	//spspeed	ex
	//spfast	ex
	//spmaxspeed	eōx
	//spangle	eSpx
	//spspan	eԊupxispwayP͈̎Ӗj
	//spbullet	ee摜

	task SplitShot(x,y,speed,angle,bullet,delay,movetime,stoptotime,stoptime,spway,spspeed,spfast,spmaxspeed,spangle,spspan,spbullet){

	let obj		= Obj_Create(OBJ_SHOT);
	let fullspeed	= movetime - stoptotime;
	let Speed	= speed;
	let decspeed	= speed / stoptotime;
	let Angle	= spangle - spspan * (spway - 1) / 2;

	Obj_SetX(obj, x);
	Obj_SetY(obj, y);
	Obj_SetSpeed(obj, Speed);
	Obj_SetAngle(obj, angle);
	ObjShot_SetGraphic(obj, bullet);
	ObjShot_SetDelay(obj, delay);

	loop(fullspeed){yield;}
	loop(stoptotime){
	Speed-= decspeed;
	Obj_SetSpeed(obj, Speed);
	yield;}
	loop(stoptime){yield;}
	loop(spway){
	CreateShot02(Obj_GetX(obj),Obj_GetY(obj),spspeed,Angle,spfast,spmaxspeed,spbullet,0);
	Angle+= spspan;
	}
	yield;
	Obj_Delete(obj);
	}



task AliceDollsShotA(level){
}

task KeineShotA(level){
}