script_enemy_main
{//Ȃ猂AAē邾I
	let count=0;
	let cx=GetCenterX();//STGV[̒SxW擾
	let csd=GetCurrentScriptDirectory;
	let imgEnemy;
	alternative(GetArgument)
		case(0,1){imgEnemy=csd~".\img\fairy_blue.png";}	//d
		case(2,3){imgEnemy=csd~".\img\fairy_red.png";}	//ԗd
	let imgAngle=0;
	let shotAngle=0;
	let ShotSE2= GetCurrentScriptDirectory~"se\shot1.wav";
	let ShotSE= GetCurrentScriptDirectory~"se\shot2.wav";

	let MinX = GetClipMinX;
	let MaxX = GetClipMaxX;
	let MinY = GetClipMinY;
	let MaxY = GetClipMaxY;

	// ACe𗎂Ƃ
	let ItemNam_1up=0;
	let ItemNam_Bomb=0;
	let ItemNam_Item=0;
	let lp=0;
	let frame=0;

	@Initialize
	{
		SetLife(40);//
		LoadSE(ShotSE);
		LoadGraphic(imgEnemy);
		SetTexture(imgEnemy);
		alternative(GetArgument)
		case(0,1){Initialize_Fairy(4,100,100,255);}	//d
		case(2,3){Initialize_Fairy(4,255,100,100);}	//ԗd
	}
	
	@MainLoop
	{		
		let tdif = GetCommonDataEx("title","Diffi");//{҂̓Փx("easy"`"lunatic")
		
		alternative(tdif)
		case("easy"){lp=3;}
		case("normal"){lp=10;}
		case("hard"){lp=30;}
		case("lunatic"){lp=50;}
		
		alternative(tdif)
		case("hard"){
			frame++;
			if(frame==1){
				PlaySE(ShotSE);
				CreateShotA(0,GetX,GetY,10);
				SetShotDataA(0,0,0.5,rand(70,110),0,0,0,AQUA12);
				SetShotDataA(0,120,NULL,NULL,0,0.05,10,AQUA12);
				FireShot(0);
				frame=-19;
			}
		}
		case("lunatic"){
			frame++;
			if(frame==1){
				PlaySE(ShotSE);
				CreateShotA(0,GetX,GetY,10);
				SetShotDataA(0,0,0.5,rand(60,120),0,0,0,AQUA12);
				SetShotDataA(0,120,NULL,NULL,0,0.05,10,AQUA12);
				FireShot(0);
				frame=-9;
			}
		}
		
		if(count%240==60&&!enmfin){
			shotAngle=rand(0,360);
			PlaySE(ShotSE);
			alternative(GetArgument)
			case(0,1){
				ascent( let a in 0..lp) loop {
					CreateShot01(GetX,GetY,3,a*lp+shotAngle,BLUE01,10);
				}
			}
			case(2,3){
				ascent( let a in 0..lp) loop {
					CreateShot01(GetX,GetY,3,a*lp+shotAngle,RED01,10);
				}
			}
		}
		if(count%240==180&&!enmfin){
			PlaySE(ShotSE);
			shotAngle=rand(0,360);
			alternative(GetArgument)
			case(0,1){
				ascent( let a in 0..lp) loop {
					CreateShot01(GetX,GetY,3,a*lp+shotAngle,BLUE01,10);
				}
			}
			case(2,3){
				ascent( let a in 0..lp) loop {
					CreateShot01(GetX,GetY,3,a*lp+shotAngle,RED01,10);
				}
			}
		}
		if(count%240==0&&!enmfin){
			alternative(GetArgument)
			case(0,2){
				SetMovePosition02(GetX+50,GetY+120,60)
			}
			case(1,3){
				SetMovePosition02(GetX-50,GetY+120,60)
			}
		}
		if(count%240==120&&!enmfin){
			alternative(GetArgument)
			case(0,2){
				SetMovePosition02(GetX-50,GetY+120,60)
			}
			case(1,3){
				SetMovePosition02(GetX+50,GetY+120,60)
			}
		}
		if(GetX<MinX-100&&!enmfin){
		VanishEnemy;
		}
		if(GetX>MaxX+100&&!enmfin){
		VanishEnemy;
		}
		if(GetY<MinY-100&&!enmfin){
		VanishEnemy;
		}
		if(GetY>MaxY+100&&!enmfin){
		VanishEnemy;
		}
		SetCollisionA(GetX(),GetY(),16);//蔻(e)o^
		count++;
		yield;
	}
	
	@Finalize
	{//ǂ݂񂾃t@C폜

		loop(ItemNam_1up) {
			CreateItem(ITEM_1UP,GetX(),GetY());
		}
		loop(ItemNam_Bomb) {
			CreateItem(ITEM_BOMB,GetX(),GetY());
		}
		if (GetLife()<=0) {
			ascent (i in 0..ItemNam_Item) {
				CreateItem(ITEM_SCORE,GetX()+rand(-i*10,i*10),GetY()+rand(-i*10,i*10));
			}
		}
	}
	
	@DrawLoop
	{//`
		DrawFairy(imgEnemy);
	}
#include_function".\lib_anime_fairy.txt"
}