//֐ꗗ
//̈Ӗi}j
/*
	let enemyID, 	// ˌ̓GID
	let x, 		// exW
	let y, 		// eyW
	let speed, 		// {x
	let acc, 		// x
	let max_speed, 	// ōx
	let angle, 		// px
	let fan_angle, 	// ̊px
	let fan_way, 	// wayi1\wayj
	let round_way, 	// SʒewayiSʐȅꍇ͐̐j
	let line_num, 	// ̒ei1̏ꍇ͊{x̒e1̂݁j
	let max_line_speed, 	// ̒e̍ōx
	let delay_num, 	// ԊuĒɔ˂ei1̏ꍇ͒e1̂݁j
	let add_delay, 	// ԊuĒɔ˂e̊ԊuiPʁFt[j
	let graphic, 	// 摜
	let delay,		// xt[
	let lendth,		// iˏo^j[U[̒
	let width		// iˏo^j[U[̑
*/

//eˊ֐
ShotTypeBase( enemyID, x, y, speed, angle,  acc,  max_speed,  fan_angle,  fan_way,  round_way,  line_num,  max_line_speed,  delay_num,  add_delay,  graphic, delay);
LaserTypeBase( enemyID, x, y, speed, angle,  acc,  max_speed,  fan_angle,  fan_way,  round_way,  line_num,  max_line_speed,  delay_num,  add_delay,  graphic, delay);
//ɑ߁Å̕֐gLqZςŕ֗

//ȉEND̔ėp֐ɂȂ̊֐iGCAXj
//̂܂܂ł͌݊͂܂񂪁Å֐̌"e"AƂĔˌ̓GID}Γ͂ł

//`
WideShot01e( enemyID,  x, y,  speed,  angle,  fan_angle,  fan_way,  graphic,  delay);
 
//`@e
WideShot02e( enemyID,  x, y,  speed,  acc,  max_speed,  angle,  fan_angle,  fan_way,  graphic,  delay);
 
//`[U[
WideLaser01e( enemyID,  x, y,  speed,  angle,  length,  width,  fan_angle,  fan_way,  graphic,  delay);
 
//S
RoundShot01e( enemyID,  x, y,  speed,  angle,  round_way,  graphic,  delay);
 
//Sʁ@e
RoundShot02e( enemyID,  x, y,  speed,  acc,  max_speed,  angle,  round_way,  graphic,  delay);
 
//Sʃ[U[
RoundLaser01e( enemyID,  x, y,  speed,  angle,  length,  width,  round_way,  graphic,  delay);
 
//Sʐe
RoundWideShot01e( enemyID,  x, y,  speed,  angle,  fan_angle,  fan_way,  round_way,  graphic,  delay);
 
//Sʐe@e
RoundWideShot02e( enemyID,  x, y,  speed,  acc,  max_speed,  angle,  fan_angle,  fan_way,  round_way,  graphic,  delay);
 
//Sʐ`[U[
RoundWideLaser01e( enemyID,  x, y,  speed,  angle,  length,  width,  fan_angle,  fan_way,  round_way,  graphic,  delay);
 
//e
LineShote( enemyID,  x, y,  speed,  max_line_speed,  angle,  line_num,  graphic,  delay);
 
//`e
WideLineShote( enemyID,  x, y,  speed,  max_line_speed,  angle,  fan_angle,  fan_way,  line_num,  graphic,  delay);
 
//Sʒe
RoundLineShote( enemyID,  x, y,  speed,  max_line_speed,  angle,  round_way,  line_num,  graphic,  delay);
 
//Sʐ`e
RoundWideLineShote( enemyID,  x, y,  speed,  max_line_speed,  angle,  fan_angle,  fan_way,  round_way,  line_num,  graphic,  delay);
 
//ԍe
StraightShot01e( enemyID,  x, y,  speed,  angle,  delay_num,  add_delay,  fan_angle,  fan_way,  graphic,  delay);
 
//ԍe@e
StraightShot02e( enemyID,  x, y,  speed,  acc,  max_speed,  angle,  delay_num,  add_delay,  fan_angle,  fan_way,  graphic,  delay);
