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

script_enemy_main{
     let name        = "風符　「厄神様の微風」";
     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_sonic002.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    = "不幸　「アンフォーチュネイトウィンド」";}
   @Initialize{
         CutIn(KOUMA, name, "", 0, 0, 0, 0);
           if(GetPlayerType == REIMU_A){SetLife(1250);}
            else{SetLife(1250);}
           SetTimer(60);
           SetScore(2000000);
           SetDamageRate(50,50);
           SetInvincibility(120);
           SetGraphicRect(128,64,192,128);
           SetMovePosition03(GetCenterX,GetClipMinY+100,20,5);
           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(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);
        if(dif == 1){Shot;}
      else if(dif == 2){Shot2;}
        Move;
        Count;
    }

      task Shot{
        let width = 10;
         let length = 32;
         let v = 2;
         let color = 127;
         let delay = 0;
         let accel = 0;
         let x = GetClipMaxX;
         let y2 = GetClipMinY;
       loop{
         let x2 = rand(GetClipMinX,GetClipMaxX);
         let y = rand(GetClipMinY,GetClipMaxX);
         let angle = rand(120,150);
         let anglev = 0.5;
         let n = rand(0,30);
         CreateLaserC(0,x,y,width,length,color,delay);
         SetLaserDataC(0,0,v,angle,0,accel,v);
         SetLaserDataC(0,n,v+1,NULL,anglev,accel,v);
         SetLaserDataC(0,n+120,v,NULL,0,accel,v);
         FireShot(0);
        CreateLaserC(1,x2,y2,width,length,color,delay);
         SetLaserDataC(1,0,v,angle,0,accel,v);
         SetLaserDataC(1,n,v+1,NULL,anglev,accel,v);
         SetLaserDataC(1,n+120,v,NULL,0,accel,v);
         FireShot(1);
         wait(10);
          }
    }

  task Shot2{
        let width = 10;
         let length = 24;
         let v = 4;
         let color = 127;
         let delay = 0;
         let accel = 0;
         let x = GetClipMaxX;
         let y2 = GetClipMinY;
       loop{
         let x2 = rand(GetClipMinX,GetClipMaxX);
         let y = rand(GetClipMinY,GetClipMaxX);
         let angle = rand(120,150);
         let anglev = 0.65;
         let n = rand(1,20);
         CreateLaserC(0,x,y,width,length,color,delay);
         SetLaserDataC(0,0,v,angle,0,accel,v);
         SetLaserDataC(0,n,v+1,NULL,anglev,accel,v);
         SetLaserDataC(0,n+60,v,NULL,0,accel,v);
         FireShot(0);
        CreateLaserC(1,x2,y2,width,length,color,delay);
         SetLaserDataC(1,0,v,angle,0,accel,v);
         SetLaserDataC(1,n,v+1,NULL,anglev,accel,v);
         SetLaserDataC(1,n+60,v,NULL,0,accel,v);
         FireShot(1);
         wait(5);
          }
    }

     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);
    if(dif == 1){
     ascent(a in 0..6){
        CreateShot01(GetX,GetY,3,GetAngleToPlayer+60*a,55,20);
       }
     }
   else if(dif == 2){
     ascent(b in 0..3){
     ascent(a in 0..6){
        CreateShot01(GetX,GetY,3-b,GetAngleToPlayer+60*a+30*b,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;}
       }
}