
#Title[咲夜通常弾幕1]
#Text[咲夜通常弾幕1]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main{
     let csd = GetCurrentScriptDirectory;
        let gx = GetX;
        let gy = GetY;
        let gspeed = GetSpeed;
        let gangle = GetAngle;     
        let arg = GetArgument;
   let imgBOSS = csd~"img\character\dot_sakuya.png";
   let wIni  = 60;
   let csd = GetCurrentScriptDirectory;
   let shotData = csd ~ "data_usershot.txt";
   let se1 = csd~ "bgm\arrow01.wav";
   let se2 = csd~ "bgm\cursor02.wav";
   let se3 = csd~ "bgm\clock02.wav";
   let se4 = csd~ "bgm\countdown.wav";
    let effect = csd ~ "img\magic_circle\powercircle.png";
   let arrayL = [];
 let dif = GetCommonData("Dif");
   @Initialize{
           if(GetPlayerType == REIMU_A){SetLife(2700);}
            else{SetLife(2700);}
           SetTimer(60);
       SetDamageRate(80,50);
           SetInvincibility(120);
           SetGraphicRect(0*128,0,1*128,128);   
           SetMovePosition03(GetCenterX,GetClipMinY+120,20,5);
           LoadGraphic(imgBOSS);
          LoadGraphic(effect);
          LoadUserShotData(shotData);
         LoadSE(se1);LoadSE(se2);LoadSE(se3);LoadSE(se4);
           TMain;
    }

   @MainLoop{
      if(OnEvent){break;}
           SetCollisionA(GetX, GetY, 24);
           SetCollisionB(GetX, GetY, 24);

         yield;
       }

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

    @Finalize{
   SetCommonData("TimeOut",IsTimeOut);
        DeleteGraphic(imgBOSS);
        DeleteGraphic(effect);
        DeleteSE(se1);DeleteSE(se2);DeleteSE(se3);DeleteSE(se4);           
     }
 
     task TMain{
          yield;
      Circle(40);
       wait(120);
        if(dif == 1){Shot;}
         else if(dif == 2){Shot2;}
    /*    Move; */
        Count;
    }

      task Shot{
    let way = 15;
   let color2 = 172;
       loop{
      let base = GetAngleToPlayer;
       loop(10){
         ascent(a in 0..way){
           let radius = 0;
          let angle = base+120/way*(a-(way-1)/2);
          let v = 2;
          let x = GetX+offsetX(radius,angle);
          let y = GetY+offsetY(radius,angle);
         let color = 174;
          let delay = 0;
         let accel = 0;
       let id = rand_int(0,3);
        P(x,y,v,angle,color,delay,id,color2);
         PlaySE(se1);
          }
       wait(10);
       }
      timestop(60);
      Move;
      wait(120); 
      loop(6){
        ascent(b in 0..3){
         ascent(a in 0..way){
           let radius = 0;
          let angle = base+360/way*(a-(way-1)/2)+12+3*(b-1);
          let v = 1.25;
          let x = GetX+offsetX(radius,angle);
          let y = GetY+offsetY(radius,angle);
         let color = 169;
          let delay = 0;
         let accel = 0;
       let id = rand_int(0,1);
        P(x,y,v,angle,color,delay,id,color2);
         PlaySE(se1);
          }
         }
       wait(5);
       }
     }
    }

     task Shot2{
     loop{
      let v = 1.2;
     let color = 174; let delay = 0;
     let color2 = 172;
     let base = GetAngleToPlayer;
    loop(15){
    ascent(a in 0..24){
    let id = rand_int(0,10);
    let angle = base - 15*a;
      let x = GetX; let y = GetY;
     P(x,y,v,angle,color,delay,id,color2);
     }
     PlaySE(se1);
     base += 3;
      wait(2);
        }
     wait(30);
      base = GetAngleToPlayer;
  ascent(a in 0..8){
    ascent(c in 0..5){
    ascent(b in 0..6){
    let id = rand_int(0,1);
    let angle = base + 45*a;
      let x = GetX+offsetX(5*(c-2),angle+90); 
      let y = GetY+offsetY(5*(c-2),angle+90); 
     P(x,y,1.5+b/3,angle,color-5,delay,id,color2);
     }
     }
   PlaySE(se1);
    wait(2);
     }
      wait(30);
       timestop(60);
      Move;
     wait(120);
   loop(8){
    let id = 100;
    let angle = GetAngleToPlayer;
      let x = GetX+offsetX(0,angle); 
      let y = GetY+offsetY(0,angle); 
     P(x,y,1,angle,color-3,delay+20,id,color+2);
   PlaySE(se1);
    wait(4);
     }
       }
      }

     task Move{
       wait(30);
        let x = rand(32,92);
        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*128,0,1*128,128); 
         wait(90);
    }

      task Count{
        loop{
          if(GetTimer <= 10){PlaySE(se4);}
         wait(60);
        }
    }

 task P(x,y,v,angle,color,delay,id,color2){
        let p = Obj_Create(OBJ_SHOT);
         Obj_SetX(p,x);
         Obj_SetY(p,y);
         Obj_SetSpeed(p,v);
         Obj_SetAngle(p,angle);
         ObjShot_SetGraphic(p,color);
         ObjShot_SetDelay(p,delay);
         Obj_SetAutoDelete(p,true);
         ObjShot_SetBombResist(p,false);
         Obj_SetCollisionToObject(p,true);
         Obj_SetCollisionToPlayer(p,true);
      if(id >= 1 && id <= 10){
        Time;
       task Time{
        let w = rand(5,45);
             while(!IsBGStopping){
          wait(1);
          }
         Obj_SetSpeed(p,0);
             wait(w);
              Obj_SetAngle(p,rand(-180,180));
              ObjShot_SetGraphic(p,color2);  
          while(IsBGStopping){
             wait(1);
             }
     let v2 = rand(1,3);
       while(!Obj_BeDeleted(p)){
            Obj_SetSpeed(p,v2);
          while(!IsBGStopping){
          wait(1);
          }
            Obj_SetSpeed(p,0);
            while(!IsBGStopping){
          wait(1);
          }
        wait(1);
          }
         }
      }
         if(id == 0){
            Time2;
         task Time2{
           while(!Obj_BeDeleted(p)){
            while(!IsBGStopping){
          wait(1);
          }
           Obj_SetSpeed(p,0);
          while(IsBGStopping){
          wait(1);
          }
            Obj_SetSpeed(p,v);
         wait(1);
           }
         }       
   }
  if(id == 100){
            Time3;
         task Time3{
           while(!Obj_BeDeleted(p)){
            while(!IsBGStopping){
          wait(1);
          }
           Obj_SetSpeed(p,0);
   let radius = 5; let s = 60;
     PlaySE(se2);
          while(IsBGStopping){
  if(!Obj_BeDeleted(p)){
  ascent(a in 0..2){
     let x = Obj_GetX(p) + offsetX(radius,Obj_GetAngle(p)+180*a);
     let y = Obj_GetY(p) + offsetY(radius,Obj_GetAngle(p)+180*a);
      CreateShotA(0,x,y,0); 
      SetShotDataA(0,0,0,angle,0,0,0,color2);
      SetShotDataA(0,s,6,angle,0,0,v,color2);
      FireShot(0);
      }
    }
       s -= 1;
     if(s < 1){s = 1;}
       radius += 10;
          wait(1);
          }
            Obj_SetSpeed(p,v);
         wait(1);
           }
         }       
   }
  }


   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);
     }           

       task timestop(time){
          TimeStop(time,1,0,1);
          MotionBlurEx(ALL,time,128,ADD);
       loop(time/10){PlaySE(se3); wait(15);} 
     }
            
        function sc(r,g,b){
             SetShotColor(r,g,b);
     }

       sub setGraphicStop  { SetGraphicRect( 1, 1, 64, 64); }

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