//	SetAutoEffect(false);
	let LightMode=0;
	let count=0;
	let Power=0;		//PowerǗϐ
	let ReChargePower=0;	//`[WPowerǗϐ
	let MagicCounter=0;	//}WbNJE^[Ǘϐ
	let MagicFragment=0;
	let SectionMagicFragment=0;
	let opX=[0,1,2,3];	//IvVXW
	let opY=[0,1,2,3];	//IvVYW
	let OpAngle=0;
	let csd = GetCurrentScriptDirectory();
	let img = csd~"..\img\STG_Player11.png";
	let imgKekkai = csd~"..\img\circle.png";
	let imgShot3 = csd~"..\img\Reimu_shots.png";
	let imgMarisaShot = csd~"..\img\Marisa_shots.png";
	let imgBorderLine = csd~"..\img\SampleEC01a.png";
	let imgWhite = csd~"..\img\White.png";
	let imgBer = csd~"..\img\ber.png";
	let imgNebura = csd~"..\img\nebura.png";
	let imgNumber = csd~"..\img\Number.png";
//	let imgNumberShadow = csd~"..\img\NumberShadow.png";
	let imgItem = csd~"..\img\Item.png";
	let imgAtari = csd~"..\img\Atari.png";
	let imgStarBelt = csd~"..\img\StarBelt.png";
	let shotCount = -1;

	let BurstMode=0;//o[Xgǂ̕ϐ
	let BurstModeCount=0;//o[Xgł܂ł̎
//	let BurstRank=0;//o[Xg
	let DeleteBulletReCharge=0;
	let MagicOpAnglePlus=0;

	let miss=0;
	let BurstLevel=0;

	let ColorRed=255;
	let ColorGreen=0;
	let ColorBlue=0;

	let PlayerRectLeft=10;
	let PlayerRectUp=38;
	let PlayerRectRight=2;
	let PlayerRectDown=48;

sub IntializeTask
{

}

sub IntializeLoading
{
		LoadGraphic(img);
		LoadGraphic(imgKekkai);
		LoadGraphic(imgShot3);
		LoadGraphic(imgMarisaShot);
		LoadGraphic(imgBorderLine);
		LoadGraphic(imgBer);
		LoadGraphic(imgNebura);
		LoadGraphic(imgNumber);
	//	LoadGraphic(imgNumberShadow);
		LoadGraphic(imgItem);
		LoadGraphic(imgAtari);
		LoadGraphic(imgStarBelt);
}

sub IntializeTmain
{
		SetCommonData("MagicAbsorbShortRange",MagicAbsorbShortRange);
		SetCommonData("MagicAbsorbLongRange",MagicAbsorbLongRange);
		CommonDataSetting;
		PlayerRect;//vC[͈ؔ͌^XN
	//	Cdraw;//@S̐w̃^XN
		Pdraw;//o[Xg񐔕\^XN
		optionmove;//IvVʒu^XN
		Powor;//p[ϓ^XN
	//	GetPowerItem;
	//	GetBonusItem;
		Shot;//CVbg̃^XN
		SubShot;//TuVbg̃^XN
		Bdraw;
		HueDifine;//O[oFω^XN
		Invincible;//GԃGtFNg^XN
	//	MigicAbsorb;//}WbNAu\[u^XN
	//	OptionShot;//IvṼI[^XN
		BurstGaugeDisplay;//o[XgQ[WQ
		DrawOption;
		DeleteBulletCheck;
		Rankdraw;
		SectionRankdraw;
		Setting;
}
