//e[Single]
#ScriptVersion[3]
#ID["DT_31_RAIKO_N00"]
//System["script/default_system/Default_System.txt"]
#Title["RAIKO_N00"]
#Text[""]
//Image[""]
//Background["script/default_system/Default_Background_IceMountain.txt"]
//Player[]

#include "./../../cmn/common.txt"
#include "./../../cmn/shotConst.txt"
#include "./../../cmn/Effect.txt"
#include "./../../cmn/boss/commonBossFunc.txt"
#include "./../../cmn/commonFunc.txt"
#include "./../../cmn/lib/lib_anime_Raiko.txt"

let objEnemy;	//GIuWFNg
let pathDot = GetCurrentScriptDirectory() ~ "./../../img/raiko_dot.png";
//let pathCutin = GetCurrentScriptDirectory() ~ "./../../img/raiko_cutin.png";
let pathTimer = GetCurrentScriptDirectory() ~ "./../../se/timer.wav";
let pathShot = GetCurrentScriptDirectory() ~ "./../../se/shot0.wav";

@Loading{
	if(!IsCommonDataAreaExists(nsStage)){
		LoadTexture(pathDot);
//		LoadTexture(pathCutin);
		LoadSound(pathTimer);
		LoadSound(pathShot);
	}
}

@Initialize{
	objEnemy = ObjEnemy_Create(OBJ_ENEMY_BOSS);
	ObjEnemy_Regist(objEnemy);
	
	ObjEnemy_SetDamageRate(objEnemy, 0, 0);
	SetShotAutoDeleteClip(64,64,64,64);
	
	InitializeAction(objEnemy, pathDot);
	Render();
//	BackGround(pathCutin, 450, 600);
	Schedule();
}

@MainLoop{
	let ex = ObjMove_GetX(objEnemy);
	let ey = ObjMove_GetY(objEnemy);
	ObjEnemy_SetIntersectionCircleToShot(objEnemy, ex, ey, 32);//蔻(e)o^
	ObjEnemy_SetIntersectionCircleToPlayer(objEnemy, ex, ey, 24);//蔻(̓)o^
	
	yield;
}

@Event{
	alternative(GetEventType())
	case(EV_REQUEST_LIFE){
		SetScriptResult(2500);	//Ctݒ
	}
	case(EV_REQUEST_TIMER){
		let timerBoss = 60;
		SetScriptResult(timerBoss);	//Ԑݒ
		TimerSE(timerBoss);
	}
	case(EV_REQUEST_SPELL_SCORE){
//		SetScriptResult(10);	//XyJ[h{[iXݒ
//		T_SpellCardBonus(50000);
	}
//	case(EV_REQUEST_IS_DURABLE_SPELL){
//		SetScriptResult(true);	//ϋvXyJݒ
//	}
	others{}
}

@Finalize{}

task Schedule(){
	ObjMove_SetX(objEnemy, GetStgFrameWidth()+64);
	ObjMove_SetY(objEnemy, GetStgFrameHeight()/2);
	ObjMove_SetDestAtFrame(objEnemy, GetStgFrameWidth()-100, GetStgFrameHeight()/2, 60);
	SetAction(ACT_MOVE, 60);
	Wait(60);
	
//	ObjEnemyBossScene_StartSpell(GetEnemyBossSceneObjectID());
//	CutIn(pathCutin,180,191,700,600);
//	SetAction(ACT_SPELL,120);
//	Wait(180);
	
	Fire();
	End(-1);
	
	Wait(30);
	SetDamageRateType();
}

//U
task Fire(){
	let ang = rand(0,360);
	let way = 16;
	
	Move();
	
	loop{
		if(ObjEnemy_GetInfo(objEnemy, INFO_LIFE) <= 0){	return;	}
		loop(way){
			Bullet(ObjMove_GetX(objEnemy),ObjMove_GetY(objEnemy),ang);
			ang += (360/way);
		}
		ang += (180/way);
		ang %= 360;
		
		Wait(18);
	}
}

task Move(){
	loop{
		PlaySE(pathShot);
		Wait(60);
		SetAction(ACT_MOVE,60);
		SetMoveBoss(60);
		Wait(60);
	}
}

task Bullet(let x,let y,let ang){
	let shot;
	
	shot = CreateShotA1(x,y,4,ang,S_ZORI_S+S_YELLOW,10);
	Shot_Modify(shot);
	Wait(6);
	shot = CreateShotA1(x,y,4,ang+2,S_ZORI_S+S_WHITE,10);
	Shot_Modify(shot);
	shot = CreateShotA1(x,y,4,ang-2,S_ZORI_S+S_WHITE,10);
	Shot_Modify(shot);
	Wait(6);
	shot = CreateShotA1(x,y,4,ang+4,S_ZORI_S+S_YELLOW,10);
	Shot_Modify(shot);
	shot = CreateShotA1(x,y,4,ang-4,S_ZORI_S+S_YELLOW,10);
	Shot_Modify(shot);
}
