//////////////////////////////////////////////////////////////////////
//===================================================================
//貴方が作る東方STG〜東方弾幕風 8の880氏作成妖精ドット絵用アニメライブラリ
//===================================================================
//////////////////////////////////////////////////////////////////////


//////////////////////////////////////////////////////////////////////
//定数、変数定義
//////////////////////////////////////////////////////////////////////
/**
*	妖精種類定数
*/
let VERYSMALL		= 0;	//最小
let VERYSMALL_FLUFF	= 1;	//最小（綿毛）
let SMALL		= 2;	//小
let SMALL_CAP		= 3;	//小（帽子）
let MIDDLE		= 4;	//中
let MIDDLE_RIBBON	= 5;	//中（リボン）
let LARGE		= 6;	//大
let LARGE_FLOWER	= 7;	//大（向日葵）

/**
*	矩形座標定数（左上）
*	n = neutral
*	r = right
*	l = left
*/
let aRECT_VS		= [ 0, 0 ];
let aRECT_VS_F		= [ 224, 0 ];
let aRECT_S		= [ 0, 32 ];
let aRECT_S_C		= [ 0, 80 ];
let aRECT_M		= [ 0, 128 ];
let aRECT_M_R		= [ 0, 176 ];
let aRECT_L		= [ 0, 224 ];
let aRECT_L_F		= [ 0, 288 ];

/**
*	その他
*/
let m_aRect = [];		//矩形初期座標
let m_Rect_Length = 0;		//矩形一辺の長さ
let m_Delay = 8;		//格コマ間のディレイ
let m_Count = 0;
let m_Rect_Number = 0;		//コマ番号
let m_aNum_Rotation_Stand = [ 0, 1, 2, 1 ];
let m_aNum_Rotation_Right = [ 4, 5, 6, 5 ];
let m_Connection = true;	//左右の繋ぎのコマであるか

//////////////////////////////////////////////
let ShadowRect0=0;
let ShadowRect1=0;
let ShadowRect2=0;
let ShadowRect3=0;

let PastPositionX=0;
let PastPositionY=0;
//////////////////////////////////////////////

//////////////////////////////////////////////////////////////////////
//関数
//////////////////////////////////////////////////////////////////////
/**
*	矩形一辺の長さを設定
*/
function SetRectLength( let Type ){
	let Rect_Length;
	alternative( Type )
	case( VERYSMALL , VERYSMALL_FLUFF )	{ Rect_Length = 32; }
	case( SMALL	, SMALL_CAP )		{ Rect_Length = 48; }
	case( MIDDLE	, MIDDLE_RIBBON )	{ Rect_Length = 48; }
	case( LARGE	, LARGE_FLOWER )	{ Rect_Length = 64; }
	others					{ assert( 0, "妖精の指定が間違っています" );}
	return( Rect_Length );
}

/**
*	初期座標設定
*/
function SetRectFirst( let Type ){
	let aRect = [];
	alternative( Type )
	case( VERYSMALL )	{ aRect = aRECT_VS; }
	case( VERYSMALL_FLUFF )	{ aRect = aRECT_VS_F; }
	case( SMALL )		{ aRect = aRECT_S; }
	case( SMALL_CAP )	{ aRect = aRECT_S_C; }
	case( MIDDLE )		{ aRect = aRECT_M; }
	case( MIDDLE_RIBBON )	{ aRect = aRECT_M_R; }
	case( LARGE )		{ aRect = aRECT_L; }
	case( LARGE_FLOWER )	{ aRect = aRECT_L_F; }
	others			{ assert( 0, "妖精の指定が間違っています" ); }
	return( aRect );
}

/**
*	初期設定（@Initializeで呼び出す）
*/
function Initialize_Fairy(objEnemy,Type)
{
	Obj_SetValue(objEnemy, "Rect_Length",SetRectLength(Type));
	Obj_SetValue(objEnemy, "aRect",SetRectFirst(Type));
}

/**
*	描画（@DrawLoopで毎回呼び出す）
*/			//FIXME：SetMovePosition03()での縦移動時に横を向くバグ
function DrawFairy(objEnemy)
{
	m_Rect_Length=Obj_GetValue(objEnemy,"Rect_Length");
	m_aRect=Obj_GetValue(objEnemy,"aRect");
	//立ち
	let DirectionState = trunc((ObjMove_GetX(objEnemy)-PastPositionX)*10);
	if(absolute(ObjMove_GetY(objEnemy)-PastPositionY)>=2){DirectionState=0;}
	if( DirectionState == 0 ){
		m_Rect_Number = m_aNum_Rotation_Stand[ trunc( m_Count % ( 4 * m_Delay ) / m_Delay ) ];
		m_Connection = true;
	}
	//左右
	else{
		if( m_Connection ){
			m_Rect_Number = 3;	//StandからRight・Leftへの繋ぎコマ番号 = 3
			m_Connection = false;
		}
		else { m_Rect_Number = m_aNum_Rotation_Right[ trunc( m_Count % ( 4 * m_Delay ) / m_Delay ) ]; }
	}
	//描画
	ObjSprite2D_SetSourceRect(objEnemy,m_aRect[ 0 ] + m_Rect_Length * m_Rect_Number,m_aRect[ 1 ],m_aRect[ 0 ] + m_Rect_Length * ( m_Rect_Number + 1 ),m_aRect[ 1 ] + m_Rect_Length);
	ObjSprite2D_SetDestCenter(objEnemy);
///////////////////////////////////////////////////
	ShadowRect0=m_aRect[ 0 ] + m_Rect_Length * m_Rect_Number;
	ShadowRect1=m_aRect[ 1 ];
	ShadowRect2=m_aRect[ 0 ] + m_Rect_Length * ( m_Rect_Number + 1 );
	ShadowRect3=m_aRect[ 1 ] + m_Rect_Length;
///////////////////////////////////////////
	//左なら反転
	if( DirectionState < 0 ){ObjRender_SetAngleY(objEnemy,180);}
	//DrawGraphic( GetX(), GetY() );
	//反転後元に戻す
	if( DirectionState >= 0 ){ObjRender_SetAngleY(objEnemy,0);}
/*
	//左なら反転
	if( DirectionState < 0 ){ObjRender_SetAngleX(objEnemy,180);}
	DrawGraphic( GetX(), GetY() );
	//反転後元に戻す
	if( DirectionState < 0 ){ObjRender_SetAngleX(objEnemy,0);}
*/
	m_Count ++;


	PastPositionX=ObjMove_GetX(objEnemy);
	PastPositionY=ObjMove_GetY(objEnemy);
}
/*

//勝手に追加分

let FairyScaleX=1;
let FairyScaleY=1;

task ShadowAnimation(imageFile,frame,R,G,B)
{
return;
loop(frame){yield;}
loop
{
ShadowAnimationEffect(imageFile,R,G,B);
//BlameAnimationEffect(imageFile,R/2,G/2,B/2);
yield;
}
}

task ShadowAnimationEffect(imageFile,R,G,B)
{
	let randrect=3;
	let XYrect=[];
	loop(8)
	{
	XYrect=XYrect~[m_Rect_Length/2+rand(-randrect,randrect)];
	}
	if(GetCommonDataDefault("LightMode",false)){return;}
	let obj = Obj_Create(OBJ_EFFECT);

	ObjEffect_SetTexture(obj, imageFile);
	ObjEffect_SetRenderState(obj, ADD);
	ObjEffect_SetLayer(obj,1);
	ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	ObjEffect_CreateVertex(obj, 4);

	ObjEffect_SetVertexXY(obj, 0, -XYrect[0], -XYrect[1]);
	ObjEffect_SetVertexXY(obj, 1, XYrect[2], -XYrect[3]);
	ObjEffect_SetVertexXY(obj, 2, XYrect[4], XYrect[5]);
	ObjEffect_SetVertexXY(obj, 3, -XYrect[6], XYrect[7]);
	ObjEffect_SetVertexUV(obj, 0, ShadowRect0, ShadowRect1);
	ObjEffect_SetVertexUV(obj, 1, ShadowRect2, ShadowRect1);
	ObjEffect_SetVertexUV(obj, 2, ShadowRect2, ShadowRect3);
	ObjEffect_SetVertexUV(obj, 3, ShadowRect0, ShadowRect3);
	Obj_SetPosition(obj, GetX, GetY);

	let Alpha=100;
	let ScaleX=FairyScaleX;
	let ScaleY=FairyScaleY;
	while(Alpha>0)
	{
		Obj_SetY(obj,Obj_GetY(obj)-0.05);
		ObjEffect_SetScale(obj,ScaleX,ScaleY);
		ascent(let i in 0..4)
		{
			ObjEffect_SetVertexColor(obj, i, Alpha, R, G, B);
		}
		ScaleX+=0.3/2;
		ScaleY+=0.3/2;
		Alpha-=100/2;
		if(GetX==Obj_GetX(obj) && GetY==Obj_GetY(obj))
		{
			Alpha-=100/2;
			ScaleX+=0.3/2;
			ScaleY+=0.3/2;
		}
		yield;
	}
	Obj_Delete(obj);
}

task BlameAnimationEffect(imageFile,R,G,B)
{
	let randrect=5;
	let XYrect=[];
	loop(8)
	{
	XYrect=XYrect~[m_Rect_Length/2+rand(-randrect,randrect)];
	}
	if(GetCommonDataDefault("LightMode",0)==1){return;}

	let obj = Obj_Create(OBJ_EFFECT);
	ObjEffect_SetTexture(obj, imageFile);
	ObjEffect_SetRenderState(obj, ADD);
	ObjEffect_SetLayer(obj,1);
	ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	ObjEffect_CreateVertex(obj, 4);

	ObjEffect_SetVertexXY(obj, 0, -XYrect[0], -XYrect[1]);
	ObjEffect_SetVertexXY(obj, 1, XYrect[2], -XYrect[3]);
	ObjEffect_SetVertexXY(obj, 2, XYrect[4], XYrect[5]);
	ObjEffect_SetVertexXY(obj, 3, -XYrect[6], XYrect[7]);

	ObjEffect_SetVertexUV(obj, 0, ShadowRect0, ShadowRect1);
	ObjEffect_SetVertexUV(obj, 1, ShadowRect2, ShadowRect1);
	ObjEffect_SetVertexUV(obj, 2, ShadowRect2, ShadowRect3);
	ObjEffect_SetVertexUV(obj, 3, ShadowRect0, ShadowRect3);
	Obj_SetPosition(obj, GetX, GetY);

	let Alpha=50;
	let StandardAlpha=Alpha;
	let ScaleX=FairyScaleX;
	let ScaleY=FairyScaleY;

	while(Alpha>0)
	{
		Obj_SetY(obj,Obj_GetY(obj)-1);
		ObjEffect_SetScale(obj,ScaleX,ScaleY);
		ascent(let i in 0..4)
		{
			ObjEffect_SetVertexColor(obj, i, Alpha, R, G, B);
		}
		ScaleX+=0.3/15;
		ScaleY+=0.3/15;
		Alpha-=StandardAlpha/15;
		if(GetX==Obj_GetX(obj) && GetY==Obj_GetY(obj))
		{
			Alpha-=StandardAlpha/15;
			ScaleX+=0.3/15;
			ScaleY+=0.3/15;
		}
		yield;
	}
	Obj_Delete(obj);
}
*/