
#Title[tXy1]
#Text[tXy1]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main{
    #include_script".\function_effect.txt"
     let name        = "g@ubh~Xgv";
     let csd = GetCurrentScriptDirectory;
        let gx = GetX;
        let gy = GetY;
        let gspeed = GetSpeed;
        let gangle = GetAngle;     
        let arg = GetArgument;
   let imgBOSS = csd~"img\character\dot_flandre.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\buble03.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   = "g@ubh~Xg -Lunatic-v";}
  let out = GetCommonData("TimeOut");
   @Initialize{
     if(!out){
           CutIn(KOUMA, name, "", 0, 0, 0, 0);
           if(GetPlayerType == REIMU_A){SetLife(500);}
            else{SetLife(500);}
           SetTimer(60);
      SetScore(3000000);
       SetDamageRate(20,10);
           SetInvincibility(120);
           SetGraphicRect(3*128,0,4*128,128);   
           SetMovePosition03(GetCenterX,GetClipMinY+120,20,5);
       MagicCircle(false);
   }
  SetAlpha(0);
           LoadGraphic(imgBOSS);
          LoadGraphic(effect);
          LoadUserShotData(shotData);
         LoadSE(se1);LoadSE(se2);LoadSE(se3);LoadSE(se4);
      SetEffectForZeroLife(1,0,0);
           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 && !out && dif == 1){
                loop(64){
              CreateItem(ITEM_SCORE,GetX+offsetX(rand(0,64),rand(-180,180)),GetY+offsetY(rand(0,64),rand(-180,180)));
              }
          CreateItem(ITEM_BOMB,GetX+offsetX(rand(0,64),rand(-180,180)),GetY+offsetY(rand(0,64),rand(-180,180)));
           }    
  else if(!IsTimeOut && !out && dif == 2){
                loop(128){
              CreateItem(ITEM_SCORE,GetX+offsetX(rand(0,64),rand(-180,180)),GetY+offsetY(rand(0,64),rand(-180,180)));
              }
          CreateItem(ITEM_1UP,GetX+offsetX(rand(0,64),rand(-180,180)),GetY+offsetY(rand(0,64),rand(-180,180)));
           }   
   DeleteCommonData("TimeOut");        
     }
 
     task TMain{
          yield;
       SetColor(255,0,0);
     PlaySE(se2);
       Concentration02(120);
    Spark(120,255,0,0,true);
       wait(90);
       Mist;
      Circle(40);
        if(dif == 1){Shot;}
      else if(dif == 2){Shot2;}
        Move;
        Count;
    }

     task Mist{
       loop{
          ascent(a in 0..64){
             SetAlpha(a/2);
            wait(1);
           }
        descent(a in 0..64){
             SetAlpha(a/2);
            wait(1);
           }
         wait(360);
        }
   }

      task Shot{
       wait(60);
       loop{
       PlaySE(se3); PlaySE(se1);
        ascent(b in 0..60){
         loop(1){
           let radius = b*6+rand(0,6);
          let angle = rand(-180,180);
          let v = rand(1,2);
          let x = GetX+offsetX(radius,angle);
          let y = GetY+offsetY(radius,angle);
         let color = 49;
         let color2 = [254,17,41];
          let delay = 60;
         let accel = 0.01; 
         CreateShotA(0,x,y,delay); 
         SetShotDataA(0,0,0,90+90*(-1)^b,0.3*(-1)^(b+1),0,0,color);
         SetShotDataA(0,delay+120,NULL,NULL,0.2*(-1)^(b+1),accel,v/3,color2[2]);
         SetShotDataA(0,delay+240,NULL,NULL,0.1*(-1)^(b+1),accel,2*v/3,color2[1]);
         SetShotDataA(0,delay+480,NULL,NULL,0.005*(-1)^(b+1),accel,v,color2[0]);
         FireShot(0);  
       }
        wait(1);
       }
      wait(120);  
     }
    }

 task Shot2{
       wait(60);
       loop{
      loop(1){
       PlaySE(se3); PlaySE(se1);
        ascent(b in 0..60){
         loop(4){
           let radius = b*6+rand(0,6);
          let angle = rand(-180,180);
          let v = rand(1,4);
          let x = GetX+offsetX(radius,angle);
          let y = GetY+offsetY(radius,angle);
         let color = 49;
         let color2 = [254,17,41];
          let delay = 60;
         let accel = 0.01; 
         CreateShotA(0,x,y,delay); 
         SetShotDataA(0,0,0,90+90*(-1)^b,0.3*(-1)^(b+1),0,0,color);
         SetShotDataA(0,delay+60,NULL,NULL,0.2*(-1)^(b+1),accel,v/3,color2[2]);
         SetShotDataA(0,delay+180,NULL,NULL,0.1*(-1)^(b+1),accel,2*v/3,color2[1]);
         SetShotDataA(0,delay+240,NULL,NULL,0.005*(-1)^(b+1),accel,v,color2[0]);
         FireShot(0);  
       }
        wait(1);
       }
      wait(30);
       }
      wait(60);  
     }
    }

     task Move{
       wait(30);
      loop{
        let x = rand(32,64);
        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(3*128,0,4*128,128);
         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;}
       }
}