#e
#Title[zumʂ̔v]
#Text[]
#ScriptVersion[2]
script_enemy_main
{
	let cx=GetCenterX();//STGV[̒SxW擾
	let cy=GetCenterY();//STGV[̒SyW擾
	let imgExRumia=GetCurrentScriptDirectory~"img\ExRumia.png";
	let imgExRumiaBack=GetCurrentScriptDirectory~"img\ExRumiaBack.png";
	LoadUserShotData(GetCurrentScriptDirectory~"shot.txt");
	@Initialize
	{
		SetScore(30000);
		SetLife(700);
		SetDamageRate(10,0);
		SetMovePosition02(cx,cy-120,60);
		SetTimer(80);
		SetGraphicRect(1,1,64,64);
		SetInvincibility(60);
		LoadGraphic(imgExRumia);
		SetTexture(imgExRumia);	
		shottask;
		bombtask;
		CutIn(YOUMU,"zumʂ̔v",0,0,0,0,0);//XyJ[h\
	}
	@MainLoop
	{
		yield;
	}
	@Finalize
	{
		loop(16)
		{
			CreateItem(ITEM_SCORE,GetX+rand(-30,30),GetY+rand(-30,30));
		}
	}
	@DrawLoop
	{
		SetGraphicRect(1,1,64,64);
		DrawGraphic(GetX(),GetY());
	}
	task shottask
	{
		let angle=0;
		let a=90;
		wait(120);
		loop
		{
			angle=0;
			a=180;
			loop(100)
			{
				angle=18*sin(a);
				shot(1,90+angle,2.5);
				shot(1,-90+angle,-2.5);
				shot(0,20+angle,0);
				shot(0,-20+angle,0);
				a+=15;
				wait(3);
			}
			wait(60);
			angle=0;
			loop(10)
			{
				loop(36)
				{
					CreateShot01(GetX,GetY,rand(1,4),angle,74,0);
					yield;
					angle+=10;
				}
			}
		}
	}
	task bombtask
	{
		loop
		{
			if(OnBomb)
			{
				SetAlpha(64);
				SetDamageRate(0,0);
			}
			else
			{
				SetAlpha(255);
				SetDamageRate(10,0);
				SetCollisionA(GetX(),GetY(),24);
				SetCollisionB(GetX(),GetY(),24);
			}
			yield;
		}
	}
	function shot(let hand,let angle,let plus)
	{
		let s=0;
		SetShotDirectionType(PLAYER);
		CreateShotA(s,GetX,GetY,0);	
		SetShotDataA(s,0,4,angle,0,0,2,188);
		if(hand==1)
		{
			SetShotDataA(s,60,5,plus,0,0,2,188);
		}
		FireShot(s);
	}
	function wait(w) 
	{
		loop(w)
		{
			yield;
		}
	}
}