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_gun002.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(100,10);
            LoadGraphic(Enemy);
            
            LoadUserShotData(shotData);
		SetGraphicRect(70,60,90,100);	
       /*  SetMovePosition03(GetClipMinX,GetY,0); */ 
          SetInvincibility(30);
          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);
         loop(12){ 
             CreateItem(ITEM_SCORE,GetX+offsetX(32,rand(-180,180)),GetY+offsetY(32,rand(-180,180)));
             }
    DeleteEnemyShotToItem(ALL);
          }
	}

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

     task Shot{
    SetMovePosition02(gx,gy+100,60);
    wait(60);
        Shot1;
     wait(900);
    SetMovePosition02(gx,gy,60);
     wait(60);
     VanishEnemy;
     task Shot1{
   let way = 4;
   if(dif == 2){way = 8;}
   let n = rand(11,14);
     let base = GetAngleToPlayer;
     loop(150){
       let x = GetX; let y = GetY;
      let color = 119; let delay = 20;
       ascent(b in 0..way){
       let angle = base + 360/way*b;
       ascent(a in 0..3){
     let v = 2.5-0.5*a;
    if(dif == 2){v = 3-1*a;}
       CreateShot01(x,y,v,angle,color,delay);
             }
           }
      PlaySE(se1);
        wait(6);
        base += n;
         }
       }
      }
          

     task Move{
           SetSpeed(gspeed);
           SetAngle(gangle);
       wait(180);
       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;}
       }
}
}