
#Title[大妖精通常]
#Text[]
#Image[.]
#BackGround[User]
#Player[FREE]
#ScriptVersion[2]
script_enemy_main {
let csd = GetCurrentScriptDirectory;
    let imgBoss =csd ~ "..\lib/dot_alice.png"; 
   let imgNuclear =csd~"..\img\s_shot.png"; 
    // 初期位置
    let xIni    = GetCenterX;
    let yIni    = GetClipMinY + 128;
	let Step2=false;
	let wIni=60;
let TimeCounter=180*60;
let StandardTimeCounter=TimeCounter;
let BarrierByEraseFlag=false;
let imgBorderLine = GetCurrentScriptDirectory~"..\img\SampleEC01a.png";
    @Initialize {
	SetCommonData("BombOffset",true);
	SetCommonData("TrueBossLastAttack",true);
	if(GetCommonDataDefault("ExclusiveBoss",false)==true)
	{
		BossTimer(TimeCounter);
	}
	else
	{
		SetTimer(TimeCounter/60);
	}
	SetShotAutoDeleteClip(4,4,4,4);
	if(GetCommonDataDefault("MSDPlayer",false)==false)
	{
		SetShotAutoDeleteClip(4,4,4,32);
	}
	SetCommonData("BossLastAttackColor",[255,255,0]);
	SetCommonData("BossLastAttack",true);
        SetLife(9500);
	InitializeAction();
	SetEnemyMarker(true);
	SetX(GetCommonDataDefault("BossX",0));
	SetY(GetCommonDataDefault("BossY",0));
        TMainGrobal;
    }

    @MainLoop {
	SetCommonData("BossX",GetX);
	SetCommonData("BossY",GetY);
	SetCommonData("BossLife",GetLife);
	BulletNum=GetEnemyShotCount;
	TimeCounter-=1;
        yield;
    }

    @DrawLoop {
//DrawText(GetLife,120,382,12,255);//起動時間の表示
	DrawBoss( imgBoss );
    }

    @Finalize {
	AchievementSet(50);
	DeleteAllEnemyWithoutBoss;
	SetCommonData("BossX",GetX);
	SetCommonData("BossY",GetY);
	SetCommonData("BossLife",GetLife);
	DeleteEnemyShotToItem(ALL);
		if(!IsTimeOut)
		{
		SetCommonData("DeleteBulletNum",BulletNum);
		SetCommonData("DeleteBulletX",GetX);
		SetCommonData("DeleteBulletY",GetY);
		}

	SetCommonData("VanishSignal",false);
	SetCommonData("TimeBonus",TimeCounter/StandardTimeCounter);
	SetCommonData("BossRate",1000000);

    }

    // メインタスク
task TMainGrobal
{
	yield;
	GetDamege;
	OutDamageRateZero;
	Collision;
	//Lissajous(0,250,154);
	BossShadowAnimation(imgBoss2,0,255,255,0);
	standBy;
	if(GetCommonDataDefault("MSDPlayer",false)==false)
	{
	EraseCheckMain;
	}
	BombOffSet;
	BombBarrier;
	shotA;

}

sub standBy//初期位置へ
{
	SetAction(ACT_MOVE, 60);
	SetMovePosition03(xIni, yIni, 20,5);
	wait(60);
//	summon;
	Concentration01(30);
	//Concentration03(GetX,GetY,60,0,64,255);
}

task Collision
{
	SetCommonData("NoCollision",true);
	wait(90);
	SetCommonData("NoCollision",false);

	loop
	{
        SetCollisionA(GetX, GetY, 64);
        MSDSetCollisionB(GetX, GetY, 21.3);
	yield;
	}
}

task EraseCheckMain
{
let EraseBarrierCount=0;
let CheckFlag1=true;
let CheckFlag2=true;  
loop
{
	if(CheckFlag1==true)
	{
		CheckFlag1=false;
		CheckShot1;
	}
	if(CheckFlag2==true)
	{
		CheckFlag2=false;
		CheckShot2;
	}
	yield;
}

task CheckShot1
{
	let obj = Obj_Create(OBJ_SHOT);
	Obj_SetPosition(obj, GetPlayerX, GetPlayerY);
	//Obj_SetSpeed(obj, speed);
	//Obj_SetAngle(obj, angle);
	ObjShot_SetGraphic(obj, 9);
	//ObjShot_SetDelay(obj, delay);
	//ObjShot_SetBombResist(obj,true);

	//Obj_SetAutoDelete(obj,false);
	Obj_SetCollisionToPlayer(obj,false);
	Obj_SetAlpha(obj,0);
	ObjShot_ToItem(obj,false);
	while(!Obj_BeDeleted(obj))
	{
		Obj_SetPosition(obj, GetPlayerX, GetPlayerY);
		yield;
	}
	EraseBarrierCount=30;
	BarrierByEraseFlag=true;
	CheckFlag1=true;

	while(EraseBarrierCount>0)
	{
		EraseBarrierCount-=1;
		yield;
	}
	BarrierByEraseFlag=false;
}

task CheckShot2
{
	let obj = Obj_Create(OBJ_SHOT);
	Obj_SetPosition(obj, GetX, GetY);
	//Obj_SetSpeed(obj, speed);
	//Obj_SetAngle(obj, angle);
	ObjShot_SetGraphic(obj, 9);
	//ObjShot_SetDelay(obj, delay);
	//ObjShot_SetBombResist(obj,true);

	//Obj_SetAutoDelete(obj,false);
	Obj_SetCollisionToPlayer(obj,false);
	Obj_SetAlpha(obj,0);
	ObjShot_ToItem(obj,false);
	while(!Obj_BeDeleted(obj))
	{
		Obj_SetPosition(obj, GetX, GetY);
		yield;
	}
	EraseBarrierCount=30;
	BarrierByEraseFlag=true;
	CheckFlag2=true;

	while(EraseBarrierCount>0)
	{
		EraseBarrierCount-=1;
		yield;
	}
	BarrierByEraseFlag=false;
}


}

task BombOffSet
{
loop
{
	while(!GetCommonDataDefault("OnDtypeBomb",false)){yield;}
	if(GetCommonDataDefault("OnDtypeBomb",false))
	{
		AchievementSet(86);
		ArtfulSacrifice;
		SpellDraw(45,135);
	}
	while(GetCommonDataDefault("OnDtypeBomb",false)){yield;}
}
}


task ArtfulSacrifice
{
	let OpX=[GetPlayerX-30,GetPlayerX+30,GetPlayerX-60,GetPlayerX+60];
	let OpY=[GetPlayerY+5,GetPlayerY+5,GetPlayerY+10,GetPlayerY+10];
	let TargetX=GetCommonDataDefault("TargetX",[0,0,0,0]);
	let TargetY=GetCommonDataDefault("TargetY",[0,0,0,0]);
	let ShotAngle=[267.5,272.5,265,275,260,280];
	ascent(i in 0..4)
	{
	ArtfulSacrificeEffect(i);
	}


task ArtfulSacrificeEffect(num)
{
	//let ShotAngleAdjust=atan2(TargetY[num]-GetPlayerY,TargetX[num]-GetPlayerX);
	let BombStartX=OpX[num];
	let BombEndX=TargetX[num];
	let BombStartY=OpY[num];
	let BombEndY=TargetY[num];

	if(TargetX[num]==-1)
	{
		BombEndX=OpX[num]+300*cos(ShotAngle[num]);
	}
	if(TargetY[num]==-1)
	{
		BombEndY=OpY[num]+300*sin(ShotAngle[num]);
	}

	let EndX=(BombEndX+BombStartX)/2;
	let EndY=(BombEndY+BombStartY)/2;

	let obj = Obj_Create(OBJ_EFFECT);
	ObjEffect_SetTexture(obj, imgBoss);
	ObjEffect_SetRenderState(obj, ADD);
	ObjEffect_SetLayer(obj,3);
	ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	ObjEffect_CreateVertex(obj, 4);

	ObjEffect_SetVertexXY(obj, 0, -16, -16);
	ObjEffect_SetVertexXY(obj, 1, 16,  -16);
	ObjEffect_SetVertexXY(obj, 2, 16, 16);
	ObjEffect_SetVertexXY(obj, 3,  -16,  16);

	ObjEffect_SetVertexUV(obj, 0,  768,  0);
	ObjEffect_SetVertexUV(obj, 1,  800, 0);
	ObjEffect_SetVertexUV(obj, 2, 800,  32);
	ObjEffect_SetVertexUV(obj, 3, 768, 32);

	let speed=15;
	let angle=atan2(EndY-GetY,EndX-GetX);
	Obj_SetSpeed(obj,speed);
	Obj_SetAngle(obj,angle);
	ObjEffect_SetScale(obj,1.5,1.5);
	Obj_SetPosition(obj, GetX, GetY);
	let count=0;
	let Zangle=0;
	while(!Obj_BeDeleted(obj))
	{
		ObjEffect_SetAngle(obj,0,0,Zangle);
		Zangle+=30;
	//	if(TargetX[num]==-1 && count>=10){break;}
		if(count%3==0)
		{
	//	BorderEffect(Obj_GetX(obj),Obj_GetY(obj));
		}
		if(((Obj_GetX(obj)-EndX)^2+(Obj_GetY(obj)-EndY)^2)^0.5<=48)
		{
			break;
		}
		if(Obj_GetY(obj)<GetClipMinY)
		{
			break;
		}
		if(Obj_GetY(obj)>GetClipMaxY)
		{
			break;
		}
		count+=1;
		yield;
	}
	Border(Obj_GetX(obj),Obj_GetY(obj));
	DollExplode(Obj_GetX(obj),Obj_GetY(obj));
	Obj_Delete(obj);
}

task Border(BombX,BombY)
{
let r1=-25;
let r2=25;
let angle=0;
let Alpha=100;
	loop(15)
	{
		BorderEffect(BombX,BombY,r1,r2,angle,Alpha);
		if(r1<45)
		{
			r1+=3*4;
			r2+=3*4;
		}
		angle+=8;
		wait(4);
	}
	loop(15)
	{
		BorderEffect(BombX,BombY,r1,r2,angle,Alpha);
		r1-=0.75*4;
		r2-=0.75*4;
		angle+=8;
		Alpha-=100/60;
		wait(4);
	}
}

task BorderEffect(BombX,BombY,r1,r2,angle,Alpha)
{
		let randvertex=rand_int(0,5);
		let VertexNum=16;
		let Radius=[r1,r2];
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj,imgBorderLine);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLESTRIP);
		ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj,VertexNum);
		ascent(let i in 0+randvertex..VertexNum+randvertex)
		{
			ObjEffect_SetVertexXY(obj, i-randvertex, Radius[i%2]*cos(360/(VertexNum-2)*i), Radius[i%2]*sin(360/(VertexNum-2)*i));
		}
		ascent(let i in 0+randvertex..VertexNum+randvertex)
		{	
			ObjEffect_SetVertexUV(obj, i-randvertex,  256/(VertexNum)*i,  16*(i%2));
		}


		ObjEffect_SetLayer(obj,3);

		let Scale=1;
		let Zangle=0;
		ObjEffect_SetScale(obj,Scale,Scale);
		Obj_SetPosition(obj,BombX,BombY);
	//	let Alpha=100;
		//let angle=0;

		let StandardX=GetCenterX;
		let StandardY=GetCenterY+32;

		loop(2)
		{
		if(r1<40)
		{
			r1+=2.0;
			r2+=2.0;
			Radius=[r1,r2];
		}
		ascent(let i in 0..VertexNum)
		{
			ObjEffect_SetVertexXY(obj, i, Radius[i%2]*cos(360/(VertexNum-2)*i+angle), Radius[i%2]*sin(360/(VertexNum-2)*i+angle));
		}
		ascent(let i in 0..VertexNum)
		{			
			ObjEffect_SetVertexColor(obj, i,Alpha,255,0,0);
		}
		ObjEffect_SetScale(obj,Scale,Scale);
		angle+=2;
		Alpha-=20;
		Scale+=0.01;
		yield;
		}
		Obj_Delete(obj);
}
task DollExplode(x,y)
{
		let sc=0.0;

  		let obj = Obj_Create(OBJ_EFFECT);
		Obj_SetPosition(obj,x,y);
		ObjEffect_SetTexture(obj,imgNuclear);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
		ObjEffect_SetRenderState(obj, ADD);
		ObjEffect_SetScale(obj, sc,sc);
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -128, -128);
		ObjEffect_SetVertexXY(obj, 1,  128, -128);
		ObjEffect_SetVertexXY(obj, 2,  128,  128);
		ObjEffect_SetVertexXY(obj, 3, -128,  128);
		
		ObjEffect_SetVertexUV(obj, 0,  0,  0);
		ObjEffect_SetVertexUV(obj, 1,  128, 0);
		ObjEffect_SetVertexUV(obj, 2, 128,  128);
		ObjEffect_SetVertexUV(obj, 3, 0, 128);

		ObjEffect_SetLayer(obj,5);

		loop(90)
		{	
			if(sc<0.75)
			{
			sc+=0.75/15;
			}
		//	Obj_SetPosition(obj,GetX,GetY);
			ObjEffect_SetScale(obj, sc,sc);
			wait(1);
		}
		loop(30)
		{	
			if(sc>0)
			{
			sc-=0.75/30;
			}
		//	Obj_SetPosition(obj,GetX,GetY);
			ObjEffect_SetScale(obj, sc,sc);
			wait(1);
		}
}
}


task BombBarrier
{
loop
{
	while(!OnBomb && GetTimeOfPlayerInvincibility==0 && BarrierByEraseFlag==false){yield;}
	DamageRate=0;
	BombDamageRate=0;
	BarrierEffect(1);
	BarrierEffect(0);	
	ReturnShotJudg;
	while(OnBomb || GetTimeOfPlayerInvincibility>0 || BarrierByEraseFlag==true){yield;}
	wait(30);
	DamageRate=100;
}

task ReturnShotJudg
{
	let AkiShotCount=0;
	let ReturnShotCount=0;

	while(OnBomb || GetTimeOfPlayerInvincibility>0 || BarrierByEraseFlag==true)
	{
		if(GetHitCount!=0)
		{
			AkiShot;
		}
		yield;
	}
	
	task AkiShot
	{
		AkiShotCount+=1;
		if(AkiShotCount%5==0)
		{
			let angle=rand(0,360);
			ascent(i in 0..64)
			{
			CreateShot01(GetX,GetY,4.5,angle+i*360/64,9,0);
			}
			AkiShotCount=0;
		}
	}
}

task BarrierEffect(type)
{
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj,csd~"..\img\CircleLine.png");
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
		ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -64, -64);
		ObjEffect_SetVertexXY(obj, 1,64,  -64);
		ObjEffect_SetVertexXY(obj, 2,64, 64);
		ObjEffect_SetVertexXY(obj, 3,  -64,  64);
		
		ObjEffect_SetVertexUV(obj, 0,  0, 0);
		ObjEffect_SetVertexUV(obj, 1,  128, 0);
		ObjEffect_SetVertexUV(obj, 2, 128, 128);
		ObjEffect_SetVertexUV(obj, 3, 0, 128);

		let Alpha=30;
		let R=255;let G=255;let B=255;

		alternative(GetPlayerInfo(PLAYER_SPEED_HIGH))
		case(4){R=100;G=100;B=255;}
		case(4/2){R=100;G=100;B=255;}
		case(5/2){R=255;G=100;B=100;}
		case(5){R=255;G=100;B=100;}
		case(5.5){R=255;G=100;B=255;}
		case(5.5/5){R=255;G=100;B=255;}
		case(4.5){R=50;G=205;B=50;}
		case(4.5/2){R=50;G=205;B=50;}

		let color;
		color=AnimeHueDifine(GlobalHueCount);
		R=color[0];G=color[1];B=color[2];
		ascent(i in 0..4)
		{
			ObjEffect_SetVertexColor(obj,i,Alpha,R,G,B);
		}

		ObjEffect_SetLayer(obj,4);

		let X=GetCenterX;
		let Y=GetCenterY;
		Obj_SetPosition(obj,GetX,GetY);

		let Scale=0;

		let Xangle=0;
		let Yangle=0;
		let Zangle=0;

		if(type)
		{
		}
		else
		{
			Yangle+=90;
		}

		while(OnBomb || GetTimeOfPlayerInvincibility>0 || BarrierByEraseFlag==true)
		{
		color=AnimeHueDifine(GlobalHueCount);
		R=color[0];G=color[1];B=color[2];
		ascent(i in 0..4)
		{
			ObjEffect_SetVertexColor(obj,i,Alpha,R,G,B);
		}
			Obj_SetPosition(obj,GetX,GetY);
			if(Scale<1)
			{
			Scale+=1/30;
			}
			if(type)
			{
			if(Xangle%90>5 && Xangle%90<85)
			{
			BombEffectBlur(X,Y,Alpha,Scale,Xangle,Yangle,Zangle,R,G,B);
			}
			}
			else
			{
			if(Yangle%90>5 && Yangle%90<85)
			{
			BombEffectBlur(X,Y,Alpha,Scale,Xangle,Yangle,Zangle,R,G,B);
			}
			}
			ObjEffect_SetAngle(obj,Xangle,Yangle,Zangle);
			ObjEffect_SetScale(obj, Scale,Scale);
			if(type)
			{
			Xangle+=3;
			}
			else
			{
			Yangle+=3;
			}
			if(GetTimeOfPlayerInvincibility==0)
			{
				if(((GetPlayerY-GetY)^2+(GetPlayerX-GetX)^2)^0.5<=64)
				{
					SetPlayerX(GetPlayerX+4*cos(GetAngleToPlayer));
					SetPlayerY(GetPlayerY+4*sin(GetAngleToPlayer));
				}
			}
			yield;
		}

		loop(30)
		{
		color=AnimeHueDifine(GlobalHueCount);
		R=color[0];G=color[1];B=color[2];
		ascent(i in 0..4)
		{
			ObjEffect_SetVertexColor(obj,i,Alpha,R,G,B);
		}
			Scale-=1/30;
			BombEffectBlur(X,Y,Alpha,Scale,Xangle,Yangle,Zangle,R,G,B);
			ObjEffect_SetAngle(obj,Xangle,Yangle,Zangle);
			ObjEffect_SetScale(obj, Scale,Scale);
			if(type)
			{
			Xangle+=3;
			}
			else
			{
			Yangle+=3;
			}
			yield;
		}
		Obj_Delete(obj);
}

task BombEffectBlur(X,Y,Alpha,Scale,Xangle,Yangle,Zangle,R,G,B)
{
		let obj = Obj_Create(OBJ_EFFECT);

		ObjEffect_SetTexture(obj, csd~"..\img\CircleLine.png");
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
		ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -64, -64);
		ObjEffect_SetVertexXY(obj, 1,64,  -64);
		ObjEffect_SetVertexXY(obj, 2,64, 64);
		ObjEffect_SetVertexXY(obj, 3,  -64,  64);
		
		ObjEffect_SetVertexUV(obj, 0,  0, 0);
		ObjEffect_SetVertexUV(obj, 1,  128, 0);
		ObjEffect_SetVertexUV(obj, 2, 128, 128);
		ObjEffect_SetVertexUV(obj, 3, 0, 128);

		ObjEffect_SetLayer(obj,4);

		Obj_SetPosition(obj,GetX,GetY);

		ObjEffect_SetScale(obj, Scale,Scale);
		ObjEffect_SetAngle(obj,Xangle,Yangle,Zangle);

		let BAlpha=Alpha;

		loop(60)
		{
			ascent(i in 0..4)
			{
				ObjEffect_SetVertexColor(obj,i,Alpha,R,G,B);
			}
			ObjEffect_SetAngle(obj,Xangle,Yangle,Zangle);
			ObjEffect_SetScale(obj, Scale,Scale);
			Alpha-=BAlpha/60;
			yield;
		}
		Obj_Delete(obj);
}

}

task TMove
{
loop
{
//	SetMovePosition03(GetX+rand(-10,10), GetY+rand(-10,10), 20,5);
	wait(60);
}
}


task shotM
{

}
/////////////////////////////////////////////////////////////////////////////
task shotE
{

}
//////////////////////////////////////////////////////////////////////
task shotA
{
wait(60);
SpellDraw(44,60000);
SetAction(ACT_SHOT_B, 60000);
Shot4;

	task Shot4
	{
		let Pangle=rand(0,360);
		let way=7;
		ascent(i in 0..way)
		{
		RingShot(0,i*360/way,Pangle,1,81);
		RingShot(0,i*360/way,Pangle,-1,86);
		}
		ascent(i in 0..28)
		{
		RingShot2(0,i*360/28,Pangle*0,-1,87);
		}

		task RingShot(num,angle,Pangle,dir,gra)
		{
		let R1Max=100*0;
		let R1Theta=0;
		let R1=R1Max*sin(R1Theta);
		let R2Max=70*0;
		let R2Theta=0;
		let R2=R2Max*sin(R2Theta);
		let speed=2;
			let obj = Obj_Create(OBJ_SHOT);
			//Obj_SetPosition(obj, x,y);
			//Obj_SetSpeed(obj, speed);
			Obj_SetAngle(obj, angle);
			ObjShot_SetGraphic(obj, gra);
			//ObjShot_SetDelay(obj, delay);
			ObjShot_SetBombResist(obj,true);
			Obj_SetAutoDelete(obj,false);
			Obj_SetCollisionToPlayer(obj,false);
			let x=0;
			let y=0;
			Shot;
			loop
			{

				ObjShot_SetDelay(obj,2);
				x=GetX+R1*cos(Pangle*dir+num*180)*cos(angle)-R2*sin(Pangle*dir+num*180)*sin(angle);
				y=GetY+R1*sin(Pangle*dir+num*180)*cos(angle)+R2*cos(Pangle*dir+num*180)*sin(angle);
				Obj_SetX(obj,x);
				Obj_SetY(obj,y);
				Pangle+=0.44;
				angle+=3.3;
				if(R1Max<100)
				{
					R1Max+=100/60;
					R2Max+=70/60;
				}
				R1=R1Max*sin(R1Theta);
				R2=R2Max*sin(R2Theta);
				R1=absolute(R1)+17;
				R2=absolute(R2)+17;
				R1Theta+=0.55;
				R2Theta+=0.33;
				speed=2.5+0.5*absolute(sin(Pangle*2));
				yield;
			}

			task Shot
			{
				wait(60);
				let speed=1.25;
				if(gra==86){speed=1.5;}
				loop
				{
				let sangle=atan2(GetY-y,GetX-x);
				
				CreateShot01(x,y,speed,angle,gra,0);
				wait(3);
				let sangle=atan2(GetY-y,GetX-x);
				
				CreateShot01(x,y,speed,angle,gra,0);
				wait(4);
				}
			}
		}

		task RingShot2(num,angle,Pangle,dir,gra)
		{
		let R1Max=35;
		let R1Theta=0;
		let R1=0;
		let R2Max=35;
		let R2Theta=0;
		let R2=0;
		let speed=2;
			let obj = Obj_Create(OBJ_SHOT);
			//Obj_SetPosition(obj, x,y);
			//Obj_SetSpeed(obj, speed);
			Obj_SetAngle(obj, angle);
			ObjShot_SetGraphic(obj, gra);
			//ObjShot_SetDelay(obj, delay);
			ObjShot_SetBombResist(obj,true);
			Obj_SetAutoDelete(obj,false);
			Obj_SetCollisionToPlayer(obj,false);
			let x=0;
			let y=0;
			Shot;
			loop
			{
				ObjShot_SetDelay(obj,2);
				x=GetX+R1*cos(Pangle+num*180)*cos(angle)-R2*sin(Pangle+num*180)*sin(angle);
				y=GetY+R1*sin(Pangle+num*180)*cos(angle)+R2*cos(Pangle+num*180)*sin(angle);
				Obj_SetX(obj,x);
				Obj_SetY(obj,y);
				angle+=3.7*dir*8/7;
				if(R1<R1Max)
				{
					R1+=R1Max/60;
					R2+=R2Max/60;
				}
				speed=2.5+0.5*absolute(sin(Pangle*2));
				yield;
			}

			task Shot
			{
				wait(180);
				let speed=2;
				loop
				{
				let sangle=atan2(GetY-y,GetX-x);
				
				CreateShot01(x,y,speed,sangle+180+60*dir,gra,0);
				speed+=0.05;
				if(speed>4){speed=2;dir*=-1;}
				wait(10);
				}
			}
		}
	}
}

#include_function ".\..\txt\data.txt"
#include_function ".\..\lib/lib_anime_Alice.txt"
}

#include_script ".\..\txt/EnemyShotData.txt"
