e[Single]
#ScriptVersion[2]
#Title[UR4]

script_enemy_main{
	
	@Initialize{
		//f[^
		InitializeData();
		Initialize_Fairy( VERYSMALL );
		
		//摜ݒ
		imgBoss = imgFairy_Red;
		
		//Ctݒ
		SetLife( 50 );
		
		//蔻ݒ
		SetCollisionEx( 32, 8, false, 30 );
		
		//C^XNJn
		TMain();
	}
	
	@MainLoop{
		//yield[v
		yield;
	}
	
	@DrawLoop{
		//d摜`
		DrawFairy( imgBoss );
	}
	
	@Finalize{
		//ŏI
		FinalizeData();
	}
	
	/**
	 * C^XN
	 */
	task TMain(){
		//20F(0.33b)҂
		FWait( 20 );
		
		//U
		alternative( difficult )
			case( "Easy" ){
				Atack_Easy();
			}
			case( "Normal" ){
				Atack_Normal();
			}
			case( "Panic" ){
				Atack_Panic();
			}
	}
	
	/**
	 * Easy UC^XN
	 */
	task Atack_Easy(){
	}
	
	/**
	 * Normal UC^XN
	 */
	task Atack_Normal(){
	}
	
	/**
	 * Panic UC^XN
	 */
	task Atack_Panic(){
		Atack1();
	}
	
	/**
	 * e^XN1
	 */
	task Atack1(){
		let angle = GetAngle();
		let count = 0;
		let rollcount = 0;
		let roll = arg[0];
		let stopnum = arg[1];
		let sangle = 0;
		
		loop( 120 ){
			if( count % 20 == 0 ){
				ascent( i in 0..5 ){
					CreateShot02( GetX(), GetY(), 1.4, GetAngleToPlayer() + ( i -  2 ) * 2, 0.03, 6.4, US_BALL_M_BLUE, 0 );
				}
			}
			if( rollcount < stopnum ){
				angle += roll;
				rollcount += 1;
				SetAngle( angle );
			}
			
			count += 1;
			yield;
		}
		
		FWait( 120 );
		
		//G
		isautodelete = true;
		VanishEnemy();
	}
	
	//XNvg̃CN[h
	#include_function ".\..\..\initialize_zako.txt"
}