
#Title[アリススペル2]
#Text[アリススペル2]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main{
    let name        = "「リモートサクリファイス」";
     let csd = GetCurrentScriptDirectory;
        let gx = GetX;
        let gy = GetY;
        let gspeed = GetSpeed;
        let gangle = GetAngle;     
        let arg = GetArgument;
   let imgBOSS = csd~"img\character\dot_alice.png";
   let wIni  = 60;
   let csd = GetCurrentScriptDirectory;
   let shotData = csd ~ "data_usershot.txt";
   let se1 = csd~ "bgm\arrow01.wav";
   let se2 = csd~ "bgm\eco02_a.wav";
   let se3 = csd~ "bgm\bell01.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   = "操符　「リモートサクリファイス -Lunatic-」";}
   @Initialize{
       CutIn(KOUMA, name, "", 0, 0, 0, 0);
           if(GetPlayerType == REIMU_A){SetLife(800);}
            else{SetLife(800);}
           SetTimer(75);
     SetScore(6000000);
       SetDamageRate(20,12);
           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); 
       Shot; 
     Move;
       Enemy;
        Count;
    }

      task Shot{ 
    if(dif == 1){Shot1;}
   else if(dif == 2){Shot2; Shot3;}
    task Shot1{
     let v = 2.5; let color = 184; let delay = 0;
    let radius = 32;
     loop{
        let angle = GetAngleToPlayer-90;
    loop(20){
      let x = GetX+offsetX(radius,angle);
      let y = GetY+offsetY(radius,angle);
     CreateShotA(0,x,y,delay); 
     SetShotDataA(0,0,v,angle,0,0,v,color);
     FireShot(0);
      angle += 9;
        wait(2);
         }
     let angle = GetAngleToPlayer+90;
      loop(20){
      let x = GetX+offsetX(radius,angle);
      let y = GetY+offsetY(radius,angle);
     CreateShotA(0,x,y,delay); 
     SetShotDataA(0,0,v,angle,0,0,v,color);
     FireShot(0);
      angle -= 9;
        wait(2);
         } 
       wait(0);
       }
       }
   task Shot2{
     let v = 8; let color = 15; let delay = 6;
    let radius = 32;
   let length = 200; let width = 10;
     loop{
        let angle = GetAngleToPlayer-90;
    loop(13){
      let x = GetX+offsetX(radius,angle);
      let y = GetY+offsetY(radius,angle);
    CreateLaser01(x,y,v,angle,length,width,color,delay);
      angle += 15;
        wait(6);
         }
     let angle = GetAngleToPlayer+90;
      loop(13){
      let x = GetX+offsetX(radius,angle);
      let y = GetY+offsetY(radius,angle);
     CreateLaser01(x,y,v,angle,length,width,color,delay);
      angle -= 15;
        wait(6);
         } 
       wait(0);
       }
       }
    task Shot3{
  while(GetLife >= 500 && GetTimer >= 50){wait(1);}
     let v = 5; let color = 15; let delay = 0;
    let radius = 0;
   let length = 50; let width = 5;
     loop{
        let angle = GetAngleToPlayer+rand_int(0,3)*5;
    loop(18){
      let x = GetX+offsetX(radius,angle);
      let y = GetY+offsetY(radius,angle);
    CreateLaser01(x,y,v,angle,length,width,color,delay);
      angle += 20;
         }
    wait(25);
       }
       }
  }

    task Enemy{
      let v = 2; 
       loop{
       ascent(a in 0..8){
     let x = GetX; let y = GetY;
       let angle = rand(-210,30);
   if(dif == 2){angle = rand(-225,45);}
         enemy(csd~"Alice_doll02.txt",x,y,v,angle,a);
       wait(7);
         }
        if(dif == 1){wait(480);}
     else if(dif == 2){wait(390);}
          }
        }

     task Move{
   loop{
        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(1*128,1*128,2*128,2*128);}
       else if(x<=GetX){SetGraphicRect(1*128,1*128,2*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);
           }
        }
    }

    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);
            }
}