
#Title[霊夢スペル1]
#Text[霊夢スペル1]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main{
    let name        = "夢符「封魔陣」";
     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\bell01.wav";
   let se2 = csd~ "bgm\eco02_a.wav";
   let se3 = csd~ "bgm\arrow01.wav";
   let se4 = csd~ "bgm\countdown.wav";
    let effect = csd ~ "img\magic_circle\powercircle.png";
   let arrayL = [];
 let dif = GetCommonData("Dif");
   if(dif == 2){name   = "封印　「夢幻閉鎖回廊」";}
   @Initialize{
       CutIn(KOUMA, name, "", 0, 0, 0, 0);
           if(GetPlayerType == REIMU_A){SetLife(500);}
            else{SetLife(500);}
           SetTimer(60);
     SetScore(15000000);
       SetDamageRate(20,5);
           SetInvincibility(120);
           SetGraphicRect(0*128,0,1*128,128);   
           SetMovePosition03(GetCenterX,GetClipMinY+120,20,5);
  if(dif == 2){SetDamageRate(10,1);
  SetMovePosition03(GetCenterX,GetClipMinY+60,20,5);}
        SetAlpha(255);
      MagicCircle(false);
           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);  
       if(!IsTimeOut){
                loop(125){
              CreateItem(ITEM_SCORE,GetX+offsetX(rand(0,64),rand(-180,180)),GetY+offsetY(rand(0,64),rand(-180,180)));
              }
           }         
     }
 
     task TMain{
          yield;
      Circle(40);
       wait(120);
    SetGraphicRect(0*128,2*128,1*128,3*128); 
        if(dif == 1){Shot; }
     else if(dif == 2){Shot2;}
        Count;
        Pray(6000,10);
    }

      task Shot{
       Shot1; 
     task Shot1{
         let color = 129;
         let delay = 0;
        let x = GetX; let y = GetY;
        let v = 6;
       let way = 10;
         let h = 75;
   let spin = 0.8;
  if(dif == 2){way = 20; v = 6;}
      loop(36){
         ascent(a in 0..way){
        let angle = 360/way*a;
          ascent(b in -1..2){
        let after = angle + h*b;
         CreateShotA(0,x,y,delay); 
         SetShotDataA(0,0,v,angle,0,0,v,color);
         SetShotDataA(0,20,v,after,0,0,v,color);
         FireShot(0);
          }
         } 
        PlaySE(se3);
       wait(5);
        }
      ascent(c in 0..36/spin){
         ascent(a in 0..way){
        let angle = 360/way*a+spin*c;
          ascent(b in -1..2){
        let after = angle + h*b;
         CreateShotA(0,x,y,delay); 
         SetShotDataA(0,0,v,angle,0,0,v,color);
         SetShotDataA(0,20,v,after,0,0,v,color);
         FireShot(0);
          }
         } 
        PlaySE(se3);
       wait(5);
        }
    loop{
      descent(c in -36/spin..36/spin){
         ascent(a in 0..way){
        let angle = 360/way*a+spin*c;
          ascent(b in -1..2){
        let after = angle + h*b;
         CreateShotA(0,x,y,delay); 
         SetShotDataA(0,0,v,angle,0,0,v,color);
         SetShotDataA(0,20,v,after,0,0,v,color);
         FireShot(0);
          }
         } 
        PlaySE(se3);
       wait(5);
        }
      ascent(c in -36/spin..36/spin){
         ascent(a in 0..way){
        let angle = 360/way*a+spin*c;
          ascent(b in -1..2){
        let after = angle + h*b;
         CreateShotA(0,x,y,delay); 
         SetShotDataA(0,0,v,angle,0,0,v,color);
         SetShotDataA(0,20,v,after,0,0,v,color);
         FireShot(0);
          }
         } 
        PlaySE(se3);
       wait(5);
        }
       }
       }  
       Shot2;
       task Shot2{
      wait(360);
       let x = GetX; let y = GetY;
       let v = 2; let color = 8;
       let delay = 0; let w = 150;
   if(dif == 2){w = 90;}
        loop{
        ascent(a in 0..72){
         let angle = GetAngleToPlayer+5*a;
         CreateShotA(0,x,y,delay); 
         SetShotDataA(0,0,v,angle,0,0,v,color);
         SetShotDataA(0,60,0,NULL,0,0,0,113);
         SetShotDataA(0,120,v,NULL,0,0,v,113);
         FireShot(0);
  /*    enemy(csd~"Reimu_Helper02.txt",x,y,v*2,angle,0);*/
           }
        wait(w);
         }
        }
       Shot3;
       task Shot3{
      loop{
        let x = GetX; let y = GetY;
        let v = 6;
        ascent(a in 0..5){
         let angle = GetAngleToPlayer + (a-2)*8;
         enemy(csd~"Reimu_Helper02.txt",x,y,v,angle,0);
          }
         wait(30);
          }
        }
    }

   task Shot2{
  let w = 240;
 shot;
 loop{
  Right;
   shot;
 wait(w);
  Left;
   shot;
  wait(w);
  w -= 10;
  if(w < 10 ){w = 10;}
   }
 function Right{
     A(0);  A(3); 
     B(1);  B(2); 
   }
 function Left{
     A(1);  A(2); 
     B(0);  B(3); 
   }
 function shot{
  let x = GetX; let y = GetY;
  let v = 3; let angle = GetAngleToPlayer;
  let color = 49; let delay = 30;
  ascent(a in 0..5){
   CreateShot01(x,y,v,angle+20*(a-2),color,delay);
    }
  }
   task A(id){
    let x = GetClipMinX;
    let v = 1.5;
    let angle = 0;
    let color = 32;
    let delay = 10;
  if(id == 2 || id == 3){x = GetClipMaxX;  angle = 180;}
  ascent(a in 0..23){
    let y = GetClipMinY + 20*a;
 if(id == 1 || id == 3){y = GetClipMaxY - 20*a;}
       CreateShot01(x,y,v,angle,color,delay);
   PlaySE(se1);
      wait(30);
          }
        }
    task B(id){
    let y = GetClipMinY;
    let v = 1.5;
    let angle = 90;
    let color = 25;
    let delay = 10;
  if(id == 2 || id == 3){y = GetClipMaxY;  angle = -90;}
  ascent(a in 0..23){
    let x = GetClipMinX + 20*a;
 if(id == 1 || id == 3){x = GetClipMaxX - 20*a;}
       CreateShot01(x,y,v,angle,color,delay);
  PlaySE(se1);
      wait(30);
          }
        }
      }

     task Move{
        let x = rand(64,92);
        let y = rand(0,32);
        let v = 2;
        let xmin = GetClipMinX+64;
        let ymin = GetClipMinY+60;
        let xmax = GetClipMaxX-64;
        let ymax = GetCenterY-60;
        if(x>=GetX){SetGraphicRect(2*128,3*128,3*128,4*128);}
       else if(x<=GetX){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 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);
           }
        }
    }

   task Pray(m ,n){
    loop(m){
       SetGraphicRect(6*128,0*128,7*128,1*128); 
       wait(n);
       SetGraphicRect(7*128,0*128,8*128,1*128); 
       wait(n);
       SetGraphicRect(6*128,1*128,7*128,2*128); 
       wait(n);
       SetGraphicRect(7*128,1*128,8*128,2*128); 
       wait(n);
       SetGraphicRect(6*128,2*128,7*128,3*128); 
       wait(n);
       SetGraphicRect(7*128,2*128,8*128,3*128); 
        wait(n);
       SetGraphicRect(6*128,3*128,7*128,4*128); 
       wait(n);
       SetGraphicRect(7*128,3*128,8*128,4*128); 
       wait(n);
       }
     }

    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);
            }
}