let imgzako = GetCurrentScriptDirectory~"\Img\dot-kaze-ti.png";

#include_function ".\Enemy function.txt"

let scorebonus = GetCommonData("SCOREBONUS");
let spellbonus = GetCommonData("SPELLBONUS");

//{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֐̂BႤc
	//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+3,0.0285,maxspeed,bullet,delay);
	CreateShot02(x,y,speed,angle+6,0.087,maxspeed,bullet,delay);
	CreateShot02(x,y,speed,angle+9,0.1455,maxspeed,bullet,delay);
	CreateShot02(x,y,speed,angle+12,0.194,maxspeed,bullet,delay);
	CreateShot02(x,y,speed,angle,0.23,maxspeed,bullet,delay);
	CreateShot02(x,y,speed,angle-3,0.0285,maxspeed,bullet,delay);
	CreateShot02(x,y,speed,angle-6,0.087,maxspeed,bullet,delay);
	CreateShot02(x,y,speed,angle-9,0.1455,maxspeed,bullet,delay);
	CreateShot02(x,y,speed,angle-12,0.194,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);
	}

//苗Ŕj􂷂eBSʂɂȂ܂B
//wait@@@UԊu
//angle@ @px
//atk @@@j̒e̐

function BreakShotA(angle,atk){
let i= 90;
CreateShotA(1,GetX(),GetY(),30);
SetShotDataA(1,0,1.5,i,0,0,0,RED03);
let j = 0;
let addangle = 360 / atk;
	while(j<= atk){
	CreateShotA(2,0,0,10);
	SetShotDataA(2,0,0.1,angle,0,0.02,3,RED04);
	j++;
	angle += addangle;
	AddShot(45,1,2,0);}
SetShotKillTime(1,46);
FireShot(1);
}


//͑fނł̂ŁAL̒eȊOł̎gp֎~

function Allshot(speed,dir,way,bullet,delay){

ascent(let i in 0..way){
CreateShot01(GetX,GetY,speed,dir+(360/way*i),bullet,delay);
}
}

function ReflectShot(x,y,speed,angle,reflectNum,reflectL,reflectU,reflectR,reflectD,graphic,delay){
	
let minX = GetClipMinX();
let maxX = GetClipMaxX();
let minY = GetClipMinY();
let maxY = GetClipMaxY();
let totalFrame = 0;
CreateShotA( 0, x, y, delay );
SetShotDataA( 0, 0, speed, angle, 0, 0, 0, graphic );
while( reflectNum >= 1 ){
	while( angle < 0 ){ angle += 360; }
	if( angle >= 360 ){ angle %= 360; }
	let angleLU = atan2( y - minY, x - minX ) + 180;
	let angleRU = atan2( y - minY, x - maxX ) + 180;
	let angleLD = atan2( y - maxY, x - minX ) + 180;
	let angleRD = atan2( y - maxY, x - maxX ) + 180;
	if( angleRU == 0 ){ angleRU = 360; }
	if( angleRD == 360 ){ angleRD = 0; }
	let reflectLength = 0;
	let reflectX = 0;
	let reflectY = 0;
	let reflectAngle = 0;
	let reflect = false;
	if( angle >= angleRU || angle < angleRD ){
		reflectLength = ( maxX - x ) / cos( angle );
		reflectX = maxX;
		reflectY = y + reflectLength * sin( angle );
		reflectAngle = 180 - angle;
		reflect = reflectR;}
	else if( angle >= angleLD && angle < angleLU ){
	reflectLength = ( minX - x ) / cos( angle );
	reflectX = minX;
	reflectY = y + reflectLength * sin( angle );
	reflectAngle = 180 - angle;
	reflect = reflectL;}
	else if( angle >= angleLU && angle < angleRU ){
	reflectLength = ( minY - y ) / sin( angle );
	reflectX = x + reflectLength * cos( angle );
	reflectY = minY;
	reflectAngle = - angle;
	reflect = reflectU;}
	else{reflectLength = ( maxY - y ) / sin( angle );
	reflectX = x + reflectLength * cos( angle );
	reflectY = maxY;
	reflectAngle = - angle;
	reflect = reflectD;}
	if( !reflect ){ break; }
	x = reflectX;
	y = reflectY;
	angle = reflectAngle;
	totalFrame += reflectLength / speed;
	SetShotDataA( 0, totalFrame, NULL, angle, 0, 0, 0, graphic );
	reflectNum --;}
	FireShot( 0 );}

function WideShot01(x,y,speed,angle,wideAngle,way,graphic,delay){
let wayAngle = 0;
if( way > 1 ){
	wayAngle = wideAngle / ( way - 1 );
	angle -= wideAngle / 2;}
loop( way ){CreateShot01( x, y, speed, angle, graphic, delay );
	angle += wayAngle;}
}

function RoundWideShot01(x,y,speed,angle,wideAngle,wideWay,roundWay,graphic,delay)
{let roundWayAngle = 360 / roundWay;
let wideWayAngle = 0;
if( wideWay > 1 ){ wideWayAngle = wideAngle / ( wideWay - 1 ); }
loop( roundWay ){
	let _angle = angle;
	if( wideWay > 1 ){ _angle -= wideAngle / 2; }
	loop( wideWay ){
		CreateShot01( x, y, speed, _angle, graphic, delay );
		_angle += wideWayAngle;}
	angle += roundWayAngle;}
}

function GravityShot(x,y,speed,angle,grvSpeed,grvAngle,graphic,delay){
let xSpeed = speed * cos( angle );
let ySpeed = speed * sin( angle );
let accXSpeed = grvSpeed * cos( grvAngle );
let accYSpeed = grvSpeed * sin( grvAngle );
let maxXSpeed = [ 99, - 99 ][ accXSpeed < 0 ];
let maxYSpeed = [ 99, - 99 ][ accYSpeed < 0 ];
CreateShot12( x, y, xSpeed, ySpeed, accXSpeed, accYSpeed, maxXSpeed, maxYSpeed, graphic, delay );}

function GetGapAngle(xA,yA,xB,yB){
return atan2( yB - yA, xB - xA );
}

//܂Ⴍe֐ieތŒAfBCȂj
  //X, Y, ۂ̐, xi܂̑xj, xω, px, ۂ̂炬
  function CreateShotSK2otama(_X, _Y, _TailNum, _BaseSpeed, _ChangeSpeed, _BaseDir, _ShakeDir)
  {
    CreateShot01(_X, _Y, _BaseSpeed, _BaseDir, AQUA02, 0);
    
    let _count = 1; //JE^
    
    loop(_TailNum)
    {
      let _speed = _BaseSpeed + _ChangeSpeed*_count;
      let _dir = _BaseDir + rand(-_ShakeDir, _ShakeDir);
      
      CreateShot01(_X, _Y, _speed, _dir, GREEN12, 0);
      
      _count ++;
    }
  }