
#Title[ʏe3]
#Text[ʏe3]
#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-kaze-ti2.png";
   let wIni  = 60;
   let csd = GetCurrentScriptDirectory;
   let shotData = csd ~ "data_usershot.txt";
   let se1 = csd~ "bgm\tm2_shoot003.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");
   @Initialize{
           if(GetPlayerType == REIMU_A){SetLife(2200);}
            else{SetLife(2200);}
           SetTimer(60);
           SetDamageRate(80,50);
           SetInvincibility(120);
           SetGraphicRect(128,64,192,128);
           SetMovePosition03(GetCenterX,GetClipMinY+120,20,5);	

           LoadGraphic(imgBOSS);
          /* SetTexture(imgBOSS); */
          LoadUserShotData(shotData);
          LoadGraphic(effect);
         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);           
     }
 
     task TMain{
          yield;
      Circle(40);
       wait(150);
        if(dif == 1){Shot;}
     else if(dif == 2){Shot2;}
        Move;
        Count;
    }

      task Shot{
   loop{
     let base = GetAngleToPlayer+90;
      let color = [129,134]; let delay = 20;
     let v = [3,2,1.5,0.5]; let radius = 0;
       loop(96){
         ascent(b in 1..4){
       ascent(a in 0..2){
       let x = GetX+offsetX(radius,base+180*a);
       let y = GetY+offsetY(radius,base+180*a);
      let angle = base+180*a+90+45*b;
      CreateShot01(x,y,v[b],angle,color[a],delay);
         }
       }
       base -= 21.3;
      radius -= 1;
       PlaySE(se1);
        wait(3);
         }

      loop(192){
         ascent(b in 1..4){
       ascent(a in 0..2){
       let x = GetX+offsetX(radius,base+180*a);
       let y = GetY+offsetY(radius,base+180*a);
      let angle = base+180*a+90+45*b;
      CreateShot01(x,y,v[b],angle,color[a],delay);
         }
       }
       base -= 21.3;
      radius += 1;
       PlaySE(se1);
        wait(3);
         }

      loop(192){
         ascent(b in 1..4){
       ascent(a in 0..2){
       let x = GetX+offsetX(radius,base+180*a);
       let y = GetY+offsetY(radius,base+180*a);
      let angle = base+180*a+90+45*b;
      CreateShot01(x,y,v[b],angle,color[a],delay);
         }
       }
       base -= 21.3;
      radius -= 1;
       PlaySE(se1);
        wait(3);
         }
     wait(150);
      } 
    }

 task Shot2{
   loop{
     let base = GetAngleToPlayer+90;
      let color = [129,134,132,135]; let delay = 20;
     let v = [3,1.5,2,2,1,5]; let radius = 0;
       loop(96){
         ascent(b in 0..2){
       ascent(a in 0..4){
       let x = GetX+offsetX(radius,base+90*a);
       let y = GetY+offsetY(radius,base+90*a);
      let angle = base+90*a+90+45*b;
      CreateShot01(x,y,v[b],angle,color[a],delay);
         }
       }
       base -= 21.3;
      radius -= 1;
       PlaySE(se1);
        wait(3);
         }

      loop(192){
         ascent(b in 2..4){
       ascent(a in 0..4){
       let x = GetX+offsetX(radius,base+90*a);
       let y = GetY+offsetY(radius,base+90*a);
      let angle = base+90*a+90+45*b;
      CreateShot01(x,y,v[b],angle,color[a],delay);
         }
       }
       base -= 21.3;
      radius += 1;
       PlaySE(se1);
        wait(3);
         }

      loop(192){
         ascent(b in 4..6){
       ascent(a in 0..4){
       let x = GetX+offsetX(radius,base+90*a);
       let y = GetY+offsetY(radius,base+90*a);
      let angle = base+90*a+90+45*b;
      CreateShot01(x,y,v[b],angle,color[a],delay);
         }
       }
       base -= 21.3;
      radius -= 1;
       PlaySE(se1);
        wait(3);
         }
     wait(150);
      } 
    }

     task Move{
     loop{
        let x = rand(64,100);
        let y = rand(0,32);
        let v = 0.5;
        let xmin = GetClipMinX+64;
        let ymin = GetClipMinY+60;
        let xmax = GetClipMaxX-64;
        let ymax = GetCenterY-60;
         SetMovePositionRandom01(x,y,v,xmin,ymin,xmax,ymax);
     wait(150);
       }
    }
       
      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;}
       }
}