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

script_enemy_main{
    let name        = "霊符「夢想封印　円」";
     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\warp03.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   = "回霊　「夢想封印　円　 -Lunatic-」";}
   @Initialize{
       CutIn(KOUMA, name, "", 0, 0, 0, 0);
           if(GetPlayerType == REIMU_A){SetLife(1000);}
            else{SetLife(1000);}
           SetTimer(90);
     SetScore(15000000);
       SetDamageRate(20,5);
           SetInvincibility(120);
           SetGraphicRect(0*128,0,1*128,128);   
           SetMovePosition03(GetCenterX,GetClipMinY+120,20,5);
        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;
    }

      task Shot{
  let arg = 0.5;
    loop{
     loop(4){
     let v = 1; 
     let x = GetX + offsetX(rand(32,64),rand(-180,180)); 
     let y = GetY + offsetX(rand(32,64),rand(-180,180)); 
       let angle = GetAngleToPlayer;
      enemy(csd~"Reimu_Helper01.txt",x,y,v,angle,arg);
      arg = -arg;
     pray(5,3);
       }
      Move; 
    Concentration01(120);
    wait(120);
   let base = GetAngleToPlayer;
      loop(6){
     let v = 0.5; 
    let angle = GetAngleToPlayer;
     let x = GetX + offsetX(64,base); 
     let y = GetY + offsetY(64,base); 
       let angle = GetAngleToPlayer;
      enemy(csd~"Reimu_Helper01.txt",x,y,v,base,arg);
      arg = -arg;
     base += 60;
       }
     pray(5,3);
        Move;
      wait(120);
      }
    }

 task Shot2{
  let arg = 0.5;
    loop{
  ascent(c in 0..4){
   let i = c+1;
   ascent(b in 0..2){
     ascent(a in 0..2){
  let v = 1.5; 
     let x = GetX + 60 - 120*a+rand(-30,30); 
     let y = GetY - 60 + 120*b; 
       let angle = GetAngleToPlayer;
    if(i == 2 || i == 4){angle = atan2(GetPlayerY-y,GetPlayerX-x);}
   else if(i == 1 || i == 3){angle = GetAngleToPlayer;}
      enemy(csd~"Reimu_Helper01.txt",x,y,v,angle,arg);
      arg = -arg;
       }
     }
   pray(5,3);
   }
      Move; 
    Concentration01(120);
    wait(120);
   let base = GetAngleToPlayer;
   ascent(a in 0..3){
    let v = 0.5*(a+1); 
      loop(6){
     let x = GetX + offsetX(64,base); 
     let y = GetY + offsetY(64,base); 
       let angle = GetAngleToPlayer;
      enemy(csd~"Reimu_Helper01.txt",x,y,v,base,arg);
      arg = -arg;
     base += 60;
       }
    base += 30;
    }
     pray(5,3);
        Move;
      wait(120);
      }
    }

     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);
         loop(90){
    let color = 12.5+3.5*(-1)^rand_int(0,1);
   let v = rand(0.1,3);
   if(dif == 2){color += rand_int(-1,5)*8; v = rand(0.1,5);}
           CreateShot01(GetX,GetY,v,rand(-180,180),color,10);
           wait(1);
        }
         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);
           }
        }
    }

   function 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);
            }
}