 
task optionmove//オプションの動き方。powerによって場合分け。時間差（1F後)で自機に追従する。
{
let OpAnglePlus=0;
let dir=1;
/*
let RightAngle=-15*2;
let LeftAngle=15;
*/
let MoveY=5;
OpAngle=270;
let R1=30;
let R2=60;
let R3=90;
let AdjustX=[0,0,0,0,0,0];
let AdjustY=[0,0,5,5,10,10];
let AdjustConuter=0;
loop
{
//	if(GetKeyState(VK_SLOWMOVE)==KEY_PUSH || GetKeyState(VK_SLOWMOVE)==KEY_HOLD)
//	{
		opX[0]=GetPlayerX-R1+AdjustX[0];
		opX[1]=GetPlayerX+R1+AdjustX[1];
		opX[2]=GetPlayerX-R2+AdjustX[2];
		opX[3]=GetPlayerX+R2+AdjustX[3];
		opX[4]=GetPlayerX-R3+AdjustX[4];
		opX[5]=GetPlayerX+R3+AdjustX[5];
		opY[0]=GetPlayerY+AdjustY[0];
		opY[1]=GetPlayerY+AdjustY[1];
		opY[2]=GetPlayerY+AdjustY[2];
		opY[3]=GetPlayerY+AdjustY[3];
		opY[4]=GetPlayerY+AdjustY[4];
		opY[5]=GetPlayerY+AdjustY[5];
/*
	}
	else
	{
		opX[0]=GetPlayerX-R1+AdjustX[0];
		opX[1]=GetPlayerX+R1+AdjustX[1];
		opX[2]=GetPlayerX-R2+AdjustX[2];
		opX[3]=GetPlayerX+R2+AdjustX[3];
		opY[0]=GetPlayerY+AdjustY[0];
		opY[1]=GetPlayerY+AdjustY[1];
		opY[2]=GetPlayerY+AdjustY[2];
		opY[3]=GetPlayerY+AdjustY[3];
	}
*/
yield;
}
}


task OptionShot
{
loop
{
	ascent(let i in 0..4)
	{
		OptionAuraShot(i);
	}
	wait(600);
}
}

task OptionAuraShot(num)
{
	let obj= Obj_Create(OBJ_LASER);
	Obj_SetX(obj,opX[num]);
	Obj_SetY(obj,opY[num]+48);
	ObjShot_SetDamage(obj,0.2);
	ObjShot_SetPenetration(obj,65556);
	ObjShot_SetGraphic(obj,1);
	Obj_SetAngle(obj,270);
	ObjLaser_SetLength(obj,96);
	ObjLaser_SetWidth(obj,16);
	ObjLaser_SetSource(obj,false);
	Obj_SetAlpha(obj,0);

	loop(600)
	{
		if(BurstLevel==0)
		{
			ObjShot_SetDamage(obj,0.2);
		}
		if(BurstLevel==1)
		{
			ObjShot_SetDamage(obj,0.2*1.2);
		}
		if(BurstLevel==2)
		{
			ObjShot_SetDamage(obj,0.2*1.5);
		}
		if(BurstLevel==3)
		{
			ObjShot_SetDamage(obj,0.2*2);
		}
		if(GetKeyState(VK_SLOWMOVE)==KEY_FREE)
		{
			ObjShot_SetDamage(obj,0);
		}
	Obj_SetX(obj,opX[num]);
	Obj_SetY(obj,opY[num]+48);
	yield;
	}
	Obj_Delete(obj);
}