#東方弾幕風
#Title[緋符「龍宮の羽衣」]
#Text[永江衣玖のスペルカード]
#BackGround[User]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main
{
        let count=0;
        let name    = "緋符「龍宮の羽衣」";
        let csd     = GetCurrentScriptDirectory;
        let imgBoss =csd~"img\dot_iku.png";
	let imgEnemy=csd~"img\familiar2.png";
        let imgSPELL =csd~"img\SPELL_H2.png";
        let imgSPELL2 =csd~"img\SPELL_H3.png";
	let imgBACK=0;
        let cx=GetCenterX();
        let cy=GetCenterY();
	let AnimationA=0;
	let AnimationB=0;
	let AnimationC=0;
	let angle=270;
	let big=0;
	let bigB=0;
	let retune=0;
	let imgAngle=0;
	let shotseA = csd~"se\ShotSE02.wav";
	let shotseB = csd~"se\Powar.wav";

    @Initialize {
    CutIn(YOUMU,name,0,0,0,0,0);

        SetLife(3500);
        SetTimer(60);
        SetScore(1000000);
        SetDamageRate(100,100);
        SetInvincibility(200);
	SetX(cx);
	SetY(150);
        SetMovePosition02(cx,cy-50,60);
	LoadGraphic(imgBoss);
	LoadGraphic(imgEnemy);
	LoadGraphic(imgSPELL);
	LoadGraphic(imgSPELL2);
        TAnime1;
	}

        @MainLoop
        {

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

	if(count>=200&&count%400==0){
        	retune=1;
		}
	if(count>=200&&count%400==200){
        	retune=0;
		}

	if(count==150){
		Concentration01(60);
		}
	if(count>=200){
                SetShotDirectionType(ABSOLUTE);
		PlaySE(shotseA);
        	let shot01 = 1;
        	CreateShotA(shot01,GetX+cos(angle)*bigB,GetY+sin(angle)*bigB,10);
        	SetShotDataA(shot01,0,3,angle*1.1,0,-0.05,1.5,RED12);
        	FireShot(shot01);
        	CreateShotA(shot01,GetX+cos(angle)*bigB,GetY+sin(angle)*bigB,14);
        	SetShotDataA(shot01,0,3,angle*1.1,0,-0.05,1.5,ORANGE12);
        	FireShot(shot01);
        	CreateShotA(shot01,GetX+cos(angle)*bigB,GetY+sin(angle)*bigB,18);
        	SetShotDataA(shot01,0,3,angle*1.1,0,-0.05,1.5,WHITE12);
        	FireShot(shot01);

        	CreateShotA(shot01,GetX+cos(-angle)*bigB,GetY+sin(-angle)*bigB,10);
        	SetShotDataA(shot01,0,3,-angle*1.3,0,-0.05,1.5,RED12);
        	FireShot(shot01);
        	CreateShotA(shot01,GetX+cos(-angle)*bigB,GetY+sin(-angle)*bigB,14);
        	SetShotDataA(shot01,0,3,-angle*1.3,0,-0.05,1.5,ORANGE12);
        	FireShot(shot01);
        	CreateShotA(shot01,GetX+cos(-angle)*bigB,GetY+sin(-angle)*bigB,18);
        	SetShotDataA(shot01,0,3,-angle*1.3,0,-0.05,1.5,WHITE12);
        	FireShot(shot01);
        	angle=angle+11;
		}
	if(count>=400&&count%100==0){
		PlaySE(shotseB);
			let i=0;
			while(i<20)
			{
        		SetShotDirectionType(PLAYER);
			let shotA=0;
			CreateShotA(shotA,GetX,GetY,0);
			SetShotDataA(shotA,0,3,i*18,0,-0.01,2,BLUE02);
			FireShot(shotA);
			CreateShotA(shotA,GetX,GetY,0);
			SetShotDataA(shotA,0,2.5,i*18,0,-0.01,1.5,BLUE02);
			FireShot(shotA);
			CreateShotA(shotA,GetX,GetY,0);
			SetShotDataA(shotA,0,2,i*18,0,-0.01,1,BLUE02);
			FireShot(shotA);
			CreateShotA(shotA,GetX,GetY,0);
			SetShotDataA(shotA,0,1.5,i*18,0,-0.01,0.5,BLUE02);
			FireShot(shotA);
			i=i+1;
			}
		move;
        	TAnime2;
		}
        SetCollisionB(GetX(),GetY(),22);
	SetCollisionA(GetX(),GetY(),22);
        count++;
        yield;
        }

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

		SetGraphicAngle(0,0,-imgAngle);
		DrawGraphic(GetX(),GetY());

		SetTexture(imgBoss);
		SetGraphicScale(1,1);
		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());
	}

        @Finalize
        {
	loop(50)
	{
		angle=rand(0,360);
		CreateItem(ITEM_SCORE,GetX+cos(angle)*rand(35,50),GetY+sin(angle)*rand(35,50));
	}
        }

	@BackGround
	{
		//背景描画
		SetGraphicRect(0,0,384,448);
		SetTexture(imgSPELL2);
		SetRenderState(ALPHA);
		SetColor(255,255,255);
		SetAlpha(155);
		DrawGraphic(cx,cy+448-imgBACK);

		DrawGraphic(cx,cy-imgBACK);

		SetTexture(imgSPELL);
		SetAlpha(55);
		DrawGraphic(cx,cy-448+imgBACK);

		DrawGraphic(cx,cy+imgBACK);
	}

    	task TAnime1{
			AnimationB=0;
			AnimationC=3;
        		loop(8){yield;}
			AnimationB=1;
        		loop(8){yield;}
			AnimationB=2;
        		loop(8){yield;}
			AnimationB=3;
        		loop(32){yield;}
			AnimationB=2;
        		loop(8){yield;}
			AnimationB=1;
        		loop(8){yield;}
			AnimationB=0;
        		loop(8){yield;}
		loop{
			AnimationB=0;
			AnimationC=0;
        		loop(10){yield;}
			AnimationB=1;
        		loop(10){yield;}
			AnimationB=2;
        		loop(10){yield;}
			}
		}

    	task TAnime2{
			AnimationA=0;
        		loop(10){yield;}
			AnimationA=1;
        		loop(40){yield;}
			AnimationA=0;
        		loop(10){yield;}
		}

task move{
	let wMove = 60;
	moveToPlayer(rand(40,80),rand(-80,80),wMove,GetClipMinX+48,GetClipMinY+48,GetClipMaxX-48,GetClipMinY+120);
	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;}
	}
}