
#Title[tXy4]
#Text[tXy4]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main{
    #include_script".\function_effect.txt"
    #include_script".\function_bullet.txt"
     let name        = "g߁@uN]NXv";
     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\tm2_swing001.wav";
   let se2 = csd~ "bgm\eco02_a.wav";
   let se3 = csd~ "bgm\eco00.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   = "g߁@uhꂵ\ˁv";}
   @Initialize{
           CutIn(KOUMA, name, "", 0, 0, 0, 0);
           if(GetPlayerType == REIMU_A){SetLife(700);}
            else{SetLife(700);}
           SetTimer(60);
      SetScore(4000000);
       SetDamageRate(20,15);
           SetInvincibility(120);
           SetGraphicRect(3*128,0,4*128,128);   
           SetMovePosition03(GetCenterX,GetClipMinY+120,20,5);
       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(80){
              CreateItem(ITEM_SCORE,GetX+offsetX(rand(0,64),rand(-180,180)),GetY+offsetY(rand(0,64),rand(-180,180)));
              }
           }           
     }
 
     task TMain{
          yield;
     PlaySE(se2);
    Spark(120,255,0,0,true);
      Circle(40);
        wait(90);
        if(dif == 1){
         Shot;
        CrossShot; 
        Cross;
        }
      else if(dif == 2){
      Shot2;
     CrossShot2; 
        Cross2;
        }
        Move;
        Count;
    }

      task Shot{
       wait(60);
      let way = 36;
      let color = 145;
       let delay = 0;
       loop{ 
         ascent(a in 0..way){
           let radius = 24;
           let angle = GetAngleToPlayer+360/way*a;
          let v = 1;
          let x = GetX+offsetX(radius,angle);
          let y = GetY+offsetY(radius,angle);
      CreateShot01(x,y,v,angle,color,delay);
       }
      wait(90); 
     }
    }

  task Shot2{
       wait(60);
      let way = 36;
      let color = 145;
       let delay = 20;
     let v = 1;
      let spin = 0.5;
       loop{ 
         ascent(a in 0..way){
           let radius = 24;
           let angle = GetAngleToPlayer+360/way*a;
          let x = GetX+offsetX(radius,angle);
          let y = GetY+offsetY(radius,angle);
       CreateShotA(0,x,y,delay); 
         SetShotDataA(0,0,v,angle,spin,0,v,color);
        SetShotDataA(0,180,NULL,NULL,0,0,v,color);
         FireShot(0);
       }
      spin = -spin;
      wait(60); 
     }
    }

     task Cross{
         let y = GetClipMinY-60;
         let v = 3;
         let angle = -180;
         let length = 100;
         let width = 20;
         let color = 185;
         let delay = 0;
     loop{
        let x = GetPlayerX/*rand(GetClipMinX+50,GetClipMaxX-50)*/;
    if(x < GetClipMinX+70){x = GetClipMinX+70;}
     if(x > GetClipMaxX-70){x = GetClipMaxX-70;}
       ascent(a in 0..4){
        if(a == 3){length = 150;}
       else{length = 100;}
         CreateLaserA(0,x,y,length,width,color,delay); 
         SetLaserDataA(0,0,angle+90*a,0,0,v,90);
        FireShot(0);
           }
         wait(90);
         }
      }

  task Cross2{
         let y = GetClipMinY-60;
         let v = 4;
         let angle = -180;
         let length = 100;
         let width = 20;
         let color = 185;
         let delay = 0;
     loop{
      ascent(b in 0..3){
        let x = GetCenterX+250*(b-1);
       ascent(a in 0..4){
        if(a == 3){length = 150;}
       else{length = 100;}
         CreateLaserA(0,x,y,length,width,color,delay); 
         SetLaserDataA(0,0,angle+90*a,0,0,v,90);
        FireShot(0);
           }
        }
         wait(70);
      ascent(b in 0..2){
        let x = GetCenterX+220*b-110;
       ascent(a in 0..4){
        if(a == 3){length = 150;}
       else{length = 100;}
         CreateLaserA(0,x,y,length,width,color,delay); 
         SetLaserDataA(0,0,angle+90*a,0,0,v,90);
        FireShot(0);
           }
        }
         wait(70);
         }
      }

    task CrossShot{
         wait(360);
         let v = 6;
         let length = 100;
         let width = 20;
         let color = 169;
         let delay = 60;
     loop{
        let x = GetX;
        let y = GetY;
        let angle = GetAngleToPlayer;
       ascent(a in 0..4){
        if(a == 3){length = 150;}
       else{length = 100;}
         CreateLaserA(0,x,y,length,width,color,delay); 
         SetLaserDataA(0,0,angle+90*a+90,0,0,0,GetAngleToPlayer);
         SetLaserDataA(0,delay,angle+90*a+90,0,0,v,GetAngleToPlayer);
        FireShot(0);
           }
      Spark(120,255,0,0,true);
      PlaySE(se3);
         wait(350);
         }
      }

 task CrossShot2{
         wait(360);
         let v = 8;
         let length = 100;
         let width = 20;
         let color = 169;
         let delay = 60;
     loop{
   Spark(120,255,0,0,true);
      PlaySE(se3);
        let x = GetX;
        let y = GetY;
   let base = GetAngleToPlayer;
    ascent(b in 0..8){
        let angle = base+45*b-135;
       ascent(a in 0..4){
        if(a == 3){length = 150;}
       else{length = 100;}
         CreateLaserA(0,x,y,length,width,color,delay); 
         SetLaserDataA(0,0,angle+90*a+90,0,0,0,angle);
         SetLaserDataA(0,delay,angle+90*a+90,0,0,v,angle);
        FireShot(0);
           }
       wait(10);
        }
         wait(290);
      Spark(120,255,0,0,true);
      PlaySE(se3);
        let x = GetX;
        let y = GetY;
   let base = GetAngleToPlayer;
    ascent(b in 0..8){
        let angle = base-45*b+135;
       ascent(a in 0..4){
        if(a == 3){length = 150;}
       else{length = 100;}
         CreateLaserA(0,x,y,length,width,color,delay); 
         SetLaserDataA(0,0,angle+90*a+90,0,0,0,angle);
         SetLaserDataA(0,delay,angle+90*a+90,0,0,v,angle);
        FireShot(0);
           }
       wait(10);
        }
         wait(290);
         }
      }

     task Move{
       wait(30);
      loop{
        let x = rand(-64,64);
        let y = rand(-32,32);
        let v = 2;
        let xmin = GetClipMinX+100;
        let ymin = GetClipMinY+60;
        let xmax = GetClipMaxX-100;
        let ymax = GetCenterY-120;
        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;}
       }
}