//f[^ւ̃pX

	let seShot	= csd ~ ".\se\arrow01.wav";
	let seShot2	= csd ~ ".\se\shoot13.wav";
	let seShot3	= csd ~ ".\se\gun10.wav";
	let seShot4	= csd ~ ".\se\shot02.wav";
	let seShot5	= csd ~ ".\se\sha00.wav";
	let seLaser1	= csd ~ ".\se\byoro07.wav";
	let seCharge1	= csd ~ ".\se\eco00.wav";
	let seExplo1	= csd ~ ".\se\don05.wav";
	let seTimer	= csd ~ ".\se\cursor37.wav";

	let cenX	=GetCenterX;
	let cenY	=GetCenterY;
	let minX	=GetClipMinX;
	let maxX	=GetClipMaxX;
	let minY	=GetClipMinY;
	let maxY	=GetClipMaxY;
	let counter	=0;


//[h
	sub Load {
		LoadSE(seShot);
		LoadSE(seShot2);
		LoadSE(seShot3);
		LoadSE(seShot4);
		LoadSE(seShot5);
		LoadSE(seLaser1);
		LoadSE(seCharge1);
		LoadSE(seExplo1);
		LoadSE(seTimer);
	}


//j
	sub Delete {
		DeleteSE(seShot);
		DeleteSE(seShot2);
		DeleteSE(seShot3);
		DeleteSE(seShot4);
		DeleteSE(seShot5);
		DeleteSE(seLaser1);
		DeleteSE(seCharge1);
		DeleteSE(seExplo1);
		DeleteSE(seTimer);
	}


//{oA
	task BombBarrier {
		loop{
			while(OnBomb == true) {
				SetAlpha(192);
				SetDamageRate(0, 0);
				yield;
			}

			SetCollisionA(GetX, GetY, 32);
			SetCollisionB(GetX, GetY, 16);
			SetColor(255, 255, 255);
			SetAlpha(255);
			yield;
		}
	}


//ҋ@
	function wait(w) {
		loop(w) { yield; }
	}


//^C}[
	task Timer{	
		loop(11){
		PlaySE(seTimer);
		loop(60){
		wait(1);
		}
		}
	}