//GBUB


script_enemy_main{

//{`̓Ǎ
#include_function".\enemy_define.txt"

let se_NoDamage;

@Initialize{

	se_NoDamage = GetCommonDataEx("INVADER", "System.Directory.System") ~ "se\beep08.wav";

	SetScore(0);
	SetLife(const_EnemyLifeZero + 25600);
	SetDamageRate(0, 0);
	SetTexture(img_Vacula);

	func_Initialize();

	main_TestBeamCollisionVacula;
	main_TestDefeat();
	//main_TestDeadLine();

	main_MainRoutine();
}


@MainLoop{

	SetCollisionA(GetX(), GetY(), 15);
	SetCollisionB(GetX(), GetY(), 8);
	yield;
}

let animation_frame = 0;
@DrawLoop{

	animation_frame++;
	let rect = func_GetAnimationRect(g_GraType, animation_frame);
	SetGraphicRect(rect[0], rect[1], rect[2], rect[3]);

	SetRenderState(ADD);

	//func_GetColor();
	DrawGraphic(GetX(), GetY());

}


@Finalize{

	//func_Finalize();

}

task main_MainRoutine(){

	loop(10){ yield; }
	main_MoveRoutine();
	main_ShotRoutine();
	main_BarrierBreakerShot();

}//end task

task main_MoveRoutine()
{
	if(g_MoveType == _MOVETYPE_SLAVE)
	{
		main_MoveRoutineA(g_Param01, g_Param02);
	}
	else if(g_MoveType == _MOVETYPE_ROUND)
	{
		main_MoveRoutineB(g_Param01, g_Param02, g_Param03, false);
	}
	else if(g_MoveType == _MOVETYPE_ROUNDTICK)
	{
		main_MoveRoutineB(g_Param01, g_Param02, g_Param03, true);
	}
}//

task main_ShotRoutine()
{
	loop{
		DeleteEnemyShotImmediatelyInCircle(SHOT, GetX()-5, GetY()-5, 7);
		DeleteEnemyShotImmediatelyInCircle(SHOT, GetX()+5, GetY()-5, 7);
		yield;
	}
}//

//r[蔻eXg_Vacula
task main_TestBeamCollisionVacula()
{
	loop(10){yield;}
	loop{
		if(REMY_CommonDataArrayEx_Get("INVADER", "Enemies.BeamHit", g_EnemyID) > 0)
		{
			PlaySE(se_NoDamage);
			AddLife(-100);
			main_Shot_Counter(1.6, 5, _SHOT05);
			REMY_CommonDataArrayEx_Set("INVADER", "Enemies.BeamHit", g_EnemyID, 0);
		}
		yield;
	}

}//end function


task main_Vanish()
{
	g_Alive = false;

	func_DeleteBBShot();
	VanishEnemy();
}//end task

#include_function".\enemy_basic.txt"
#include_function".\enemy_move_routine.txt"
#include_function".\enemy_shot.txt"
#include_function".\enemy_shot_func.txt"
#include_function".\enemy_shot_routine.txt"

#include_function"..\lib_REMY\include_effect.txt"
#include_function"..\lib_REMY\include_tool.txt"

}//end script