
#Title[雛スペル3]
#Text[雛スペル3]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main{
     let name        = "呪符　「呪縛人形」";
     let csd = GetCurrentScriptDirectory;
        let gx = GetX;
        let gy = GetY;
        let gspeed = GetSpeed;
        let gangle = GetAngle;     
        let arg = GetArgument;
   let imgBOSS = csd~"img\character\dot-kaze-ti2.png";
   let wIni  = 60;
   let csd = GetCurrentScriptDirectory;
   let shotData = csd ~ "data_usershot.txt";
   let se1 = csd~ "bgm\tm2_shoot002.wav";
   let se2 = csd~ "bgm\tm2_coin000.wav";
   let se3 = csd~ "bgm\concentration.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    = "呪符　「呪縛人形 -Lunatic-」";}
   @Initialize{
         CutIn(KOUMA, name, "", 0, 0, 0, 0);
           if(GetPlayerType == REIMU_A){SetLife(750);}
            else{SetLife(750);}
           SetTimer(90);
           SetScore(4000000);
           SetDamageRate(10,10);
           SetInvincibility(120);
           SetGraphicRect(128,64,192,128);
           SetMovePosition03(GetCenterX,GetClipMinY+160,20,5);	
           MagicCircle(false);

           LoadGraphic(imgBOSS);
           LoadGraphic(effect);
          LoadUserShotData(shotData);
         LoadSE(se1);LoadSE(se2);LoadSE(se3);LoadSE(se4);
    SetEffectForZeroLife(60,0,0);
           TMain;
    }

   @MainLoop{
           SetCollisionA(GetX, GetY, 24);
           SetCollisionB(GetX, GetY, 24);

         yield;
       }

   @DrawLoop{
         SetTexture(imgBOSS);  
        DrawGraphic(GetX,GetY);
     }

    @Finalize{
  SetShotColor(255,255,255);
        DeleteGraphic(imgBOSS);
        DeleteGraphic(effect);
        DeleteSE(se1);DeleteSE(se2);DeleteSE(se3);DeleteSE(se4);
        if(!IsTimeOut){
                loop(64){
              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);
        Shot;
      /*  Move;*/
        Count;
    }

      task Shot{
    if(dif == 1){Shot1;}
   else if(dif == 2){Shot2;}
    task Shot2{
     let angle2 = 0;
      let v = 1;
     let delay = 20;
    let color = 72; let color2 = 209;
     loop{
     let x = GetX ; let y = GetY;
     ascent(a in 0..8){
     let angle = 45*a;
    ascent(c in 0..3){
      CreateShotA(0,x,y,delay); 
       SetShotDataA(0,0,5,angle,0,0,5,color2);
       SetShotDataA(0,30,0,NULL,0,0,0,color2);
       SetShotDataA(0,180,v,angle2+120*c,0,0,v,color);
       FireShot(0);
         }
        }
    PlaySE(se1);
       angle2 -= 14.3;
   v += 0.5/600;
      wait(6);
       }
     }
  task Shot1{
     let angle2 = 0;
      let v = 1;
     let delay = 20;
    let color = 72; let color2 = 209;
     loop{
     let x = GetX ; let y = GetY;
     ascent(a in 0..8){
     let angle = 45*a;
    ascent(c in 0..1){
      CreateShotA(0,x,y,delay); 
       SetShotDataA(0,0,5,angle,0,0,5,color2);
       SetShotDataA(0,30,0,NULL,0,0,0,color2);
       SetShotDataA(0,180,v,angle2+120*c,0,0,v,color);
       FireShot(0);
         }
        }
    PlaySE(se1);
       angle2 += 14.3;
       v += 0.5/600;
      wait(6);
       }
     }
/*   Shot3;*/
   task Shot3{
     wait(300);
   let w = 180;
    loop{
       let x = GetX; let y = GetY;
      let v = 3; let angle = GetAngleToPlayer;
     let accel = -0.01; let vmin = 2; let color = 49;
     let delay = 20;
     CreateShot02(x,y,v,angle,accel,vmin,color,delay);
       wait(w);
      w -= 10;
       if(w < 60){w = 60; vmin += 0.05;}
          }
       }
    }

     task Move{
       wait(60);
      loop{
       PlaySE(se1);
        let x = rand(GetClipMinX+92,GetClipMaxX-92);
        let y = rand(GetClipMinY+48,GetClipMinY+120);
         SetMovePosition01(x,y,1);
     ascent(a in 0..6){
        CreateShot01(GetX,GetY,3,GetAngleToPlayer+60*a,55,20);
       }
        wait(180);
         }
    }
       
      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;}
       }
}