#東方弾幕風
#Title[舞踏「フェアリーステップ」]
#Text[大妖精のスペルカード]
#BackGround[User]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main
{
        let count=0;
        let name    = "舞踏「フェアリーステップ」";
        let csd     = GetCurrentScriptDirectory;
        let imgBoss =csd~"img\dot_daiyousei.png";
	let imgEnemy=csd~"img\familiar2.png";
        let imgSPELL =csd~"img\SPELL_H.png";
	let big=0;
	let imgAngle=0;
	let imgALP1=255;
	let imgALP2=0;
	let imgBACK=0;
	let retune=0;
	let Lock=0;
	let l=1;
	let angle=0;
        let cx=GetCenterX();
        let cy=GetCenterY();
	let AnimationA=0;
	let AnimationB=0;
	let AnimationC=0;
	let bigB=0;
	let shotseA = csd~"se\ShotSE02.wav";
	let shotseB = csd~"se\Powar.wav";
	let shotseC = csd~"se\laser001.wav";

    @Initialize {
        CutIn(YOUMU,name,0,0,0,0,0);
        SetLife(3500);
        SetTimer(60);
        SetScore(1000000);
        SetDamageRate(100,0);
        SetInvincibility(200);
        SetMovePosition02(cx,cy-50,60);
	LoadGraphic(imgBoss);
	LoadGraphic(imgEnemy);
	LoadGraphic(imgSPELL);
	LoadUserShotData(csd~"img\PLUS_shot.txt");
        TAnime1;
        }

        @MainLoop
        {
	imgAngle+=5;
	if(imgAngle>=360){imgAngle=0;}
	if(retune==0&&big<99){big+=2;}
	if(retune==1&&big>1){big-=2;}
	if(count>=200&&retune==0&&bigB<49){bigB+=2;}
	if(count>=200&&retune==1&&bigB>-49){bigB-=2;}
	imgBACK+=4;
	if(imgBACK==448){imgBACK=0;}

	if(count>=50&&count%100==0){
        	retune=1;
		}
	if(count>=50&&count%100==50){
        	retune=0;
		}
        if(!OnBomb){
        SetCollisionB(GetX(),GetY(),22);
	SetCollisionA(GetX(),GetY(),22);
        imgALP2=255;
        imgALP1=100;
	SetDamageRate(100,0);
        SetEnemyMarker(true);}
        else {
        imgALP2=75;
        imgALP1=255;
	SetDamageRate(0,0);
	SetEnemyMarker(false);}

	if(count==150){
		PlaySE(shotseB);
		Concentration02(60);
		}
	if(count==200){
		PlaySE(shotseC);
        	let i=0;
        	while(i<7)
        	{
        		SlaserA(44+i*60,20);
        		i++;
        		}
		}
	if(count==275){
        	let i=0;
        	while(i<18)
        	{
                	SetShotDirectionType(PLAYER);
        		let shot01 = 1;
        		CreateShotA(shot01,GetX(),GetY(),0);
        		SetShotDataA(shot01,0,2,i*20,0,0.02,3.5,YELLOW21);
        		FireShot(shot01);
        		CreateShotA(shot01,GetX(),GetY(),0);
        		SetShotDataA(shot01,0,1.5,i*20,0,0.02,3,YELLOW21);
        		FireShot(shot01);
        		CreateShotA(shot01,GetX(),GetY(),0);
        		SetShotDataA(shot01,0,1,i*20,0,0.02,2.5,YELLOW21);
        		FireShot(shot01);
        		i++;
        		}
		}
	if(count==300){
		PlaySE(shotseC);
        	let i=0;
        	while(i<7)
        	{
        		SlaserB(44+i*60,460,-15+i*5);
        		i++;
        		}
		}
	if(count>=150&&count%50==0){
		PlaySE(shotseA);
        	let i=0;
        	while(i<7)
        	{
		angle=rand(0,50);
        		let j=0;
        		while(j<36)
        		{
                		SetShotDirectionType(PLAYER);
        			let shot01 = 1;
        			CreateShotA(shot01,44+i*60,20,angle);
        			SetShotDataA(shot01,0,1,j*10,0,0,0,BLUE12);
        			FireShot(shot01);
        			j++;
        			}
        		i++;
        		}
		}
	if(count==350){
        	let i=0;
        	while(i<18)
        	{
                	SetShotDirectionType(PLAYER);
        		let shot01 = 1;
        		CreateShotA(shot01,GetX(),GetY(),0);
        		SetShotDataA(shot01,0,2,i*20,0,0.02,3.5,YELLOW21);
        		FireShot(shot01);
        		CreateShotA(shot01,GetX(),GetY(),0);
        		SetShotDataA(shot01,0,1.5,i*20,0,0.02,3,YELLOW21);
        		FireShot(shot01);
        		CreateShotA(shot01,GetX(),GetY(),0);
        		SetShotDataA(shot01,0,1,i*20,0,0.02,2.5,YELLOW21);
        		FireShot(shot01);
        		i++;
        		}
		move;
        	TAnime2;
        	count=150;
		}
        count++;
        yield;
	}

        @DrawLoop {
		SetRenderState(ALPHA);
		SetTexture(imgEnemy);
		SetGraphicRect(0,0,192,192);
		SetAlpha(imgALP1);
		SetColor(0,255,128);
		SetGraphicScale(0.01*big,1);
		SetGraphicAngle(0,0,imgAngle);
		DrawGraphic(GetX(),GetY());

		SetColor(0,128,255);
		SetGraphicAngle(0,0,-imgAngle);
		DrawGraphic(GetX(),GetY());

		SetTexture(imgBoss);
		SetGraphicScale(1,1);
		SetAlpha(imgALP2);
		SetColor(imgALP2,imgALP2,imgALP2);
		SetGraphicAngle(0,0,0);
		if(int(GetSpeedX())==0)
		{SetGraphicRect(128*AnimationC,128*AnimationB,127+128*AnimationC,127+128*AnimationB);}
		else if(GetSpeedX()>0){SetGraphicRect(256,256+128*AnimationA,383,383+128*AnimationA);}
		else if(GetSpeedX()<0){SetGraphicRect(256,128*AnimationA,383,127+128*AnimationA);}
		DrawGraphic(GetX(),GetY());
	}

	@BackGround
	{
		//背景描画
		SetGraphicRect(0,0,384,448);
		SetTexture(imgSPELL);
		SetRenderState(ALPHA);
		SetColor(255,255,255);
		SetAlpha(155);
		DrawGraphic(cx,cy-448+imgBACK);

		DrawGraphic(cx,cy+imgBACK);
	}
        
        @Finalize
        {
	loop(50)
	{
		angle=rand(0,360);
		CreateItem(ITEM_SCORE,GetX+cos(angle)*rand(35,50),GetY+sin(angle)*rand(35,50));
	}
        } 
	
    	task TAnime1{
			AnimationB=0;
			AnimationC=3;
        		loop(16){yield;}
			AnimationB=1;
        		loop(56){yield;}
			AnimationB=0;
        		loop(8){yield;}
		loop{
			AnimationB=0;
			AnimationC=0;
        		loop(10){yield;}
			AnimationB=1;
        		loop(10){yield;}
			AnimationB=2;
        		loop(10){yield;}
			AnimationB=3;
        		loop(10){yield;}
			}
		}

    	task TAnime2{
			AnimationA=0;
        		loop(10){yield;}
			AnimationA=1;
        		loop(30){yield;}
			AnimationA=0;
        		loop(10){yield;}
		}

    	task SlaserA(x,y){
		let obj = Obj_Create(OBJ_LASER);
		let l = 0;
		Obj_SetPosition(obj,x,y);
		ObjShot_SetGraphic(obj,ORANGE01);
		ObjShot_SetDelay(obj,100);
		ObjLaser_SetWidth(obj,30);
	loop(50){
		Obj_SetAngle(obj,atan2(GetEnemyY-y,GetEnemyX-x));
		ObjLaser_SetLength(obj,l*20);
		l++;
		yield;}
	loop(100){
		Obj_SetAngle(obj,atan2(GetEnemyY-y,GetEnemyX-x));
		yield;}
	Obj_Delete(obj);
	}

    	task SlaserB(x,y,angle){
		let obj = Obj_Create(OBJ_LASER);
		let l = 0;
		Obj_SetPosition(obj,x,y);
		ObjShot_SetGraphic(obj,AQUA01);
		ObjShot_SetDelay(obj,100);
		ObjLaser_SetWidth(obj,30);
	loop(50){
		Obj_SetAngle(obj,angle+atan2(GetEnemyY-y,GetEnemyX-x));
		ObjLaser_SetLength(obj,l*20);
		l++;
		yield;}
	loop(100){
		Obj_SetAngle(obj,angle+atan2(GetEnemyY-y,GetEnemyX-x));
		yield;}
	Obj_Delete(obj);
	}

task move{
	let wMove = 60;
	moveToPlayer(80,0,wMove,GetClipMinX+48,cy-50,GetClipMaxX-48,cy-50);
	wait(wMove);
	}

function moveToPlayer(xMove,yAdd,frame,left,top,right,bottom){
	let x;
	let y;
	if(GetPlayerX<GetX){//プレイヤーより右に敵がいれば、敵は左に動きます。
		x=GetX-xMove;
		//但し、敵が可動領域の左端よりも左にいくようなら、右に動きます。
			if(x<left){
				x=GetX+xMove;
 			}
		} else {
		//さもなくば、敵は右に動きます。
		x=GetX+xMove;
		// 但し、敵が可動領域の右端よりも右にいくようなら、左に動きます。
		if(right<x){
			x=GetX-xMove;
			}
		}
	y=GetY+yAdd;
	if(y<top) {
		y=top;
	} else if(bottom<y){
		y=bottom;
		}
	SetMovePosition02(x,y,frame);
	}

function wait(w) {
	loop(w){yield;}
	}
}