#東方弾幕風
#Title[「ブレインブレイズ〜左脳〜」]
#Text[チルノのスペルカード]
#BackGround[User]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main
{
        let count=0;
        let name    = "「ブレインブレイズ〜左脳〜」";
        let csd     = GetCurrentScriptDirectory;
        let imgBoss =csd~"img\dot_cirno.png";
	let imgEnemy=csd~"img\familiar2.png";
        let imgSPELL =csd~"img\SPELL_H4.png";
	let big=0;
	let imgAngle=0;
	let imgALP1=255;
	let imgALP2=0;
	let imgBACK=0;
	let imgBACK2=0;
	let retune=0;
	let Lock=0;
	let l=1;
	let angle=0;
	let angleA=0;
	let angleB=0;
        let cx=GetCenterX();
        let cy=GetCenterY();
	let AnimationA=0;
	let AnimationB=0;
	let AnimationC=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(100,0);
        SetInvincibility(200);
        SetMovePosition02(cx,120,60);
	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;}
	imgBACK+=4;
	if(imgBACK==448){imgBACK=0;}
	imgBACK2+=2;
	if(imgBACK2==384){imgBACK2=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);
        	angle=200;
		}
	if(count>=200&&count%50==0){
		PlaySE(shotseA);
        	FiraShot(20);
		let shotA=0;
		CreateShotA(shotA,GetX+cos(160)*15,GetY+sin(160)*15,5);
		SetShotDataA(shotA,0,2,160,0,0.01,5,56);
			let j=5;
			while(j<360)
			{
			angleA=rand(-5,5);
			angleB=rand(-5,5);
			let ta=1;
			CreateShotA(ta,angleA,angleB,10);
			SetShotDataA(ta,0,rand(4,6),angle+rand(-10,10),0,-0.05,1,53);
			AddShot(j,shotA,ta,0);
			j+=4;
			}
		FireShot(shotA);
        	angle-=11;
        	}
	if(count>=200&&count%50==10){
		PlaySE(shotseA);
        	FiraShot(10);
		let shotA=0;
		CreateShotA(shotA,GetX+cos(170)*15,GetY+sin(170)*15,5);
		SetShotDataA(shotA,0,2.5,170,0,0.01,5,56);
			let j=5;
			while(j<360)
			{
			angleA=rand(-5,5);
			angleB=rand(-5,5);
			let ta=1;
			CreateShotA(ta,angleA,angleB,10);
			SetShotDataA(ta,0,rand(4,6),angle+rand(-10,10),0,-0.05,1,53);
			AddShot(j,shotA,ta,0);
			j+=4;
			}
		FireShot(shotA);
        	angle-=11;
        	}
	if(count>=200&&count%50==20){
		PlaySE(shotseA);
        	FiraShot(0);
		let shotA=0;
		CreateShotA(shotA,GetX+cos(180)*15,GetY+sin(180)*15,5);
		SetShotDataA(shotA,0,3,180,0,0.01,5,56);
			let j=5;
			while(j<360)
			{
			angleA=rand(-5,5);
			angleB=rand(-5,5);
			let ta=1;
			CreateShotA(ta,angleA,angleB,10);
			SetShotDataA(ta,0,rand(4,6),angle+rand(-10,10),0,-0.05,1,53);
			AddShot(j,shotA,ta,0);
			j+=4;
			}
		FireShot(shotA);
        	angle-=11;
        	}
	if(count>=200&&count%50==30){
		PlaySE(shotseA);
        	FiraShot(350);
		let shotA=0;
		CreateShotA(shotA,GetX+cos(190)*15,GetY+sin(190)*15,5);
		SetShotDataA(shotA,0,3.5,190,0,0.01,5,56);
			let j=5;
			while(j<360)
			{
			angleA=rand(-5,5);
			angleB=rand(-5,5);
			let ta=1;
			CreateShotA(ta,angleA,angleB,10);
			SetShotDataA(ta,0,rand(4,6),angle+rand(-10,10),0,-0.05,1,53);
			AddShot(j,shotA,ta,0);
			j+=4;
			}
		FireShot(shotA);
        	angle-=11;
        	}
	if(count>=200&&count%50==40){
		PlaySE(shotseA);
        	FiraShot(340);
		let shotA=0;
		CreateShotA(shotA,GetX+cos(200)*15,GetY+sin(200)*15,5);
		SetShotDataA(shotA,0,4,200,0,0.01,5,56);
			let j=5;
			while(j<360)
			{
			angleA=rand(-5,5);
			angleB=rand(-5,5);
			let ta=1;
			CreateShotA(ta,angleA,angleB,10);
			SetShotDataA(ta,0,rand(4,6),angle+rand(-10,10),0,-0.05,1,53);
			AddShot(j,shotA,ta,0);
			j+=4;
			}
		FireShot(shotA);
        	angle-=11;
        	}
	if(count>=250&&count%50==0){
        	FiraShot(330);
		let shotA=0;
		CreateShotA(shotA,GetX+cos(210)*20,GetY+sin(210)*20,5);
		SetShotDataA(shotA,0,4.5,210,0,0.01,5,56);
			let j=5;
			while(j<360)
			{
			angleA=rand(-5,5);
			angleB=rand(-5,5);
			let ta=1;
			CreateShotA(ta,angleA,angleB,10);
			SetShotDataA(ta,0,rand(4,6),angle+rand(-10,10),0,-0.05,1,53);
			AddShot(j,shotA,ta,0);
			j+=4;
			}
		FireShot(shotA);
        	}
        count++;
        yield;
        }

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

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

		SetTexture(imgBoss);
		SetGraphicScale(1,1);
		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(155,155,255);
		SetAlpha(200);
		SetGraphicScale(1,1);
		DrawGraphic(cx-384+imgBACK2,cy-448+imgBACK);
		DrawGraphic(cx-384+imgBACK2,cy+imgBACK);
		DrawGraphic(cx+imgBACK2,cy-448+imgBACK);
		DrawGraphic(cx+imgBACK2,cy+imgBACK);

		SetColor(255,255,255);
		SetAlpha(100);
		DrawGraphic(cx+384-imgBACK2,cy-448+imgBACK);
		DrawGraphic(cx+384-imgBACK2,cy+imgBACK);
		DrawGraphic(cx-imgBACK2,cy-448+imgBACK);
		DrawGraphic(cx-imgBACK2,cy+imgBACK);
	}
        
        @Finalize
        {
	loop(75)
	{
		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;}
			AnimationB=0;
			AnimationC=0;
        		loop(10){yield;}
			AnimationB=1;
        		loop(10){yield;}
			AnimationB=2;
        		loop(10){yield;}
			AnimationB=3;
        		loop(10){yield;}
			AnimationB=0;
			AnimationC=0;
        		loop(10){yield;}
			AnimationB=1;
        		loop(10){yield;}
			AnimationB=2;
        		loop(10){yield;}
			AnimationB=0;
			AnimationC=4;
        		loop(10){yield;}
			AnimationB=1;
        		loop(10){yield;}
			AnimationB=2;
        		loop(10){yield;}
		}

task FiraShot(Angle){
	let obj = Obj_Create(OBJ_SHOT);
	let shotseC = csd~"se\ShotSE01.wav";
	Obj_SetPosition(obj,GetX+cos(Angle)*30,GetY+sin(210)*30);
	Obj_SetSpeed(obj,1);
	Obj_SetAngle(obj,Angle);
	ObjShot_SetGraphic(obj,AQUA03);
	ObjShot_SetDelay(obj,5);
    
	while(!Obj_BeDeleted(obj)) {
        //右端反射
		if(Obj_GetX(obj)>GetClipMaxX+30){
			PlaySE(shotseC);
			ObjShot_SetGraphic(obj,AQUA03);
			Obj_SetAngle(obj,atan2(GetPlayerY-Obj_GetY(obj),GetPlayerX-Obj_GetX(obj)));
			Obj_SetSpeed(obj,rand(0.5,1.5));
			break;
			}
		yield;
		}
	}
}