#e
#Title[Ԓʏ2]
#Text[]
#ScriptVersion[2]

script_enemy_main
{//Enemy01
	let count=0;
	let cx=GetCenterX();//STGV[̒SxW擾
	let cy=GetCenterY();//STGV[̒SyW擾
	let imgExRumia=GetCurrentScriptDirectory~"img\ExRumia.png";
	let imgExRumiaBack=GetCurrentScriptDirectory~"img\ExRumiaBack.png";
	@Initialize
	{
		SetLife(3000);//Ct300ɐݒ
		SetDamageRate(100,30);//_[W100%ɐݒ({30%)
		SetTimer(60);//Ԑ60bɐݒ
	
		SetGraphicRect(1,1,64,64);//`挳`ݒ
		SetInvincibility(60);//G10bGɂ
		
		LoadGraphic(imgExRumia);//摜uimg\ExRumia.pngvǂ݂		
		LoadGraphic(imgExRumiaBack);

		SetMovePosition02(cx,120,60);//W(cx,100)60t[Ĉړ
		Concentration01(150);
	}
	@MainLoop
	{
		let sq1=0;
		let sq2=0;
		let base =GetAngleToPlayer;
		if(count>=1)
		{
			if(count%180==120)
			{
			Concentration01(60);
			}
			if(count%240==0)
			{
				let angle=0;
				loop(30)
				{
					CreateShotA(sq1,GetX,GetY,10);
					SetShotDirectionType(ABSOLUTE);
					SetShotDataA(sq1,0,1,angle,0,0,2,YELLOW01);
					SetShotDataA(sq1,60,1,base,0,0,2,YELLOW01);
					FireShot(sq1);
					angle+=12;
				}
	
			}
		
			if(count%120==0)
			{
				let angle=0;
				let angle2=rand(0,360);
				loop(10){
				loop(30){
					CreateShotA(sq2,GetX,GetY,10);
					SetShotDirectionType(ABSOLUTE);
					SetShotDataA(sq2,0,1,angle,0,0,2,YELLOW12);
					SetShotDataA(sq2,50,1,angle2,0,0,2,YELLOW12);
					angle+=12;
					FireShot(sq2);
				}
				 angle2+=36;
                                }
			}
		
		}
			SetCollisionA(GetX(),GetY(),24);//蔻(e)o^
			SetCollisionB(GetX(),GetY(),24);//蔻(̓)o^
	count++;

	}
	@Finalize
	{//ǂ݂񂾃t@C폜

	}
	
	@DrawLoop
	{
		//Ex[~A`
		if(count<270){SetGraphicRect(64,64,127,127)};
		if(count>=270){SetGraphicRect(1,1,64,64);}
		SetAlpha(255);
		SetTexture(imgExRumia);
		DrawGraphic(GetX(),GetY());
	}
}