script_enemy_main{
        let csd = GetCurrentScriptDirectory;
	let Enemy=csd~"img\dot-kaze-ti.png";
        let shotData = csd ~ "data_usershot.txt";
        let gx = GetX;
        let gy = GetY;
        let gspeed = GetSpeed;
        let gangle = GetAngle;
        let arg = GetArgument;
        let se1 = csd~ "bgm\tm2_gun000.wav";
        let se2 = csd~ "bgm\tm2_coin000.wav";
        let se3 = csd~ "bgm\tm2_alchemist000.wav";
  let dif = GetCommonData("Dif");
	@Initialize
	{
            if(GetPlayerType == REIMU_A){SetLife(1000);}
            else{SetLife(1000);}
            SetDamageRate(100,100);
            LoadGraphic(Enemy);
            
            LoadUserShotData(shotData);
		SetGraphicRect(70,60,90,100);	
    /*     SetMovePosition03(GetX,GetClipMinY+90,10,3);  */ 
          SetInvincibility(60);
          LoadSE(se1);LoadSE(se2);LoadSE(se3);
               Main;
	}
	
	@MainLoop{
               SetCollisionA(GetX(),GetY(),24);
		SetCollisionB(GetX(),GetY(),12);
		yield;
	}
	
       	@DrawLoop{
               SetTexture(Enemy);
		DrawGraphic(GetX,GetY);
	}

	@Finalize{ 
         if(!BeVanished){
             AddScore(100);
    let n = 30; 
   if(dif == 2){n = 100;}
         loop(n){ 
             CreateItem(ITEM_SCORE,GetX+offsetX(32,rand(-180,180)),GetY+offsetY(32,rand(-180,180)));
             }
      CollectItems;
 /*     DeleteEnemyShotToItem(ALL);*/
          }
	}

         task Main{
             yield; 
    /*   Move;  */
        Shot;
     }

     task Shot{
    /*  Shot1; */
    task Shot1{
        let radius = 24;
          let color = 14;
          let delay = 30;
       loop{
          let angle = rand(-180,180);
          let x = GetX+offsetX(radius,angle);
          let y = GetY+offsetY(radius,angle);
          let v = rand(1,5);
          CreateShot01(x,y,v,angle,color,delay);
         PlaySE(se1);
          wait(2);
         }
        }
     Shot2;
     task Shot2{
    let color = 120;
    let delay = 15;
    loop{
    let base = GetAngleToPlayer;
    let x = GetX; let y = GetY;
     ascent(b in 0..6){
      ascent(a in 0..15){
     let v = a/5;
      let accel = 0.14-0.02*a;
      let vm = 3-a/5;
       let angle = base+60*b+a;
        CreateShot02(x,y,v,angle,accel,vm,color,delay);
            }
          }
         ascent(b in 0..6){
      ascent(a in 0..15){
     let v = a/5;
      let accel = 0.14-0.02*a;
      let vm = 3-a/5;
       let angle = base+60*b-a+0;
        CreateShot02(x,y,v,angle,accel,vm,color,delay);
            }
          }
       PlaySE(se2);
        wait(150);
          }
      }
    }
          

     task Move{
           SetSpeed(gspeed);
           SetAngle(gangle);
       wait(140);
       VanishEnemy;   
      } 

     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( 40,  20, 80, 100); }

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