
#Title[쀬뼯믅륂뭙뼀3]
#Text[쀬뼯믅륂뭙뼀3]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main{
     let csd = GetCurrentScriptDirectory;
        let gx = GetX;
        let gy = GetY;
        let gspeed = GetSpeed;
        let gangle = GetAngle;     
        let arg = GetArgument;
   let imgBOSS = csd~"img\character\dot_reimu.png";
   let wIni  = 60;
   let csd = GetCurrentScriptDirectory;
   let shotData = csd ~ "data_usershot.txt";
   let se1 = csd~ "bgm\tm2_shoot003.wav";
   let se2 = csd~ "bgm\tm2_coin000.wav";
   let se3 = csd~ "bgm\bell01.wav";
   let se4 = csd~ "bgm\countdown.wav";
    let effect = csd ~ "img\magic_circle\powercircle.png";
   let arrayL = [];
 let dif = GetCommonData("Dif");
   @Initialize{
           if(GetPlayerType == REIMU_A){SetLife(2500);}
            else{SetLife(2500);}
           SetTimer(60);
       SetDamageRate(80,16);
           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);
           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);           
     }
 
     task TMain{
          yield;
      Circle(40);
       wait(120);
    SetGraphicRect(4*128,2*128,5*128,3*128); 
        Shot;
        Count;
    }

      task Shot{
      if(dif == 1){ Shot1;}
   else if(dif == 2){Shot2;}
       task Shot1{
        let v = 3;
       let accel = -v/90;
        let color = 73;
       let delay = 0;
      let way = 8;
       loop{
       SetGraphicRect(4*128,2*128,5*128,3*128); 
        ascent(a in 0..way){
          let x = GetX; let y = GetY;
          let angle = GetAngleToPlayer + 360/way*a;  
         P(x,y,v,angle,color,delay,accel);
           }
         wait(60);
        Move;
         wait(60);
          }
        }
  task Shot2{
        let v = 3;
       let accel = -v/90;
        let color = 73;
       let delay = 0;
      let way = 8;
       loop{
       SetGraphicRect(4*128,2*128,5*128,3*128); 
        ascent(a in 0..way){
          let x = GetX; let y = GetY;
          let angle = GetAngleToPlayer + 360/way*a;  
         P(x,y,v,angle,color,delay,accel);
        wait(5);
           }
        Move;
          }
        }
    }

     task Move{
        let x = rand(32,64);
        let y = rand(0,16);
        let v = 2;
        let xmin = GetClipMinX+64;
        let ymin = GetClipMinY+60;
        let xmax = GetClipMaxX-64;
        let ymax = GetCenterY-60;
        if(-90<=GetAngle || GetAngle<90){SetGraphicRect(2*128,3*128,3*128,4*128);}
       else if(-90>GetAngle || GetAngle>=90){SetGraphicRect(2*128,1*128,3*128,2*128);}
         SetMovePositionRandom01(x,y,v,xmin,ymin,xmax,ymax);
         wait(90);
         SetGraphicRect(0*128,2*128,1*128,3*128); 
         wait(90);
    }
       
     task P(x,y,v,angle,color,delay,accel){
        let p = Obj_Create(OBJ_SHOT);
         Obj_SetX(p,x);
         Obj_SetY(p,y);
         Obj_SetSpeed(p,v);
         Obj_SetAngle(p,angle);
         ObjShot_SetGraphic(p,color);
         ObjShot_SetDelay(p,delay);
         ObjShot_SetBombResist(p,false);
         Obj_SetCollisionToObject(p,true);
         Obj_SetCollisionToPlayer(p,true);
         Obj_SetAutoDelete(p,false);
       while(Obj_GetSpeed(p) > 0){
             Obj_SetSpeed(p,Obj_GetSpeed(p)+accel);
             wait(1);
            }
         wait(30);
       let v = 3;
       let color = 129;
       let base  = rand(-180,180);
    if(dif == 2){v = 4;}
        ascent(b in 0..6){
           let delay = 10;
        ascent(a in 0..18){
         let angle = base+20*a;
         let x = Obj_GetX(p)+offsetX(24*b,angle);
         let y = Obj_GetY(p)+offsetY(24*b,angle);
     if(!Obj_BeDeleted(p)){
           CreateShotA(0,x,y,delay);
           SetShotDataA(0,0,0,angle,0,0,0,color);
           SetShotDataA(0,30-b*5,v,angle,0,0,v,color);
           FireShot(0);
            }
         }
         PlaySE(se2);
          wait(10);
          }
         Obj_Delete(p);
      }

      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;}
       }
       function enemy(text,x,y,speed,angle,arg){
               CreateEnemyFromFile(text,x,y,speed,angle,arg);
            }
}