
#Title[enm1 spell02 normal]
#Text[[VFp[h@㕄uXgCV[vt@C_[v]
#Player[FREE]
#BackGround[Default]
#ScriptVersion[2]

script_enemy_main {
	let imgEffect = GetCurrentScriptDirectory~".\enm1eff\bossEfect.png";
	let t5        = GetCurrentScriptDirectory~"..\..\se\timer1.wav";
	let t10       = GetCurrentScriptDirectory~"..\..\se\timer2.wav";
	let tan       = GetCurrentScriptDirectory~"..\..\se\shot1.wav";
	let kira      = GetCurrentScriptDirectory~"..\..\se\shot2.wav";
	let Gspel     = GetCurrentScriptDirectory~"..\..\se\echo5.wav";
	let laser     = GetCurrentScriptDirectory~"..\..\se\Laser2.wav";
	let power     = GetCurrentScriptDirectory~"..\..\se\enemy_powereffect.wav";
	let powerl    = GetCurrentScriptDirectory~"..\..\se\power_logo.wav";
	let gekiha    = GetCurrentScriptDirectory~"..\..\se\BossEnd.wav";
	let powerla   = GetCurrentScriptDirectory~"..\..\se\power_logo.wav";
	let kaku      = GetCurrentScriptDirectory~"..\..\se\j.wav";
	let imgexp    = GetCurrentScriptDirectory~".\enm1eff\exp.png";
	let frame     = 0;
	let GetAngle  = 0;
	let angle     = 0;
	let angle2    = 0;
	let angleBase = 0;
	let count     = 0;
	let timer     = 0;
	let shotdir   = GetCurrentScriptDirectory ~ "data_usershot.txt";
	let MinX	  = GetClipMinX;
	let MaxX	  = GetClipMaxX;
	let CenX	  = GetCenterX;
	let MinY	  = GetClipMinY;
	let MaxY	  = GetClipMaxY;
	let CenY	  = GetCenterY;
	let T_count   = 0;
	let Damage    = 0;
	let a         = 0;
	let S_count   = 0;
	let w         = 0;
	let lp        = 0;
	let objsheep = 0;
	let sheepX;
	let sheepY;
	let endc	  = 0;

    @Initialize {
	//SetX(MaxX+100);
	//SetY(MinY-100);

	SetLife(1000);
	SetDamageRate(0,0);

	SetInvincibility(120);

	/*e폜@(l64)*/
	SetShotAutoDeleteClip(30,30,30,30);

	LoadUserShotData(shotdir);
	SetMovePosition03(CenX,CenY-90,10,5);
	LoadGraphic(imgEffect);
	Aura(8,255,100,32);
	LoadGraphic(imgexp);
	MagicCircle(false);
	SetRateScoreSystemEnable(false);
	hpb(1,0,0);
	Timer(1,1);
	VSname(0);
	EnemyTexture(true);
	RedMagicCircle(1,0);
	Shot_Main;
	SetEffectForZeroLife(0,0,0);
	SpellPracticeSave("normal",1);
    }

    @MainLoop {
	yield;
        SetCollisionA(GetX, GetY, 30);
        SetCollisionB(GetX, GetY, 16);

	/*ԏ*/
	if(GetTimer<=10 && GetTimer>=0){T_count++;}
	alternative(T_count)
	case(1,60,120,180,240){PlaySE(t10);}
	case(300,360,420,480,540){PlaySE(t5);}

	/*{Agp莞ԃ_[W*/
	if(OnBomb==true){SetDamageRate(30,50);Damage=0;}
	if(OnBomb==false){Damage++;}
	if(Damage>=100){SetDamageRate(30,50);}

	/*XyJ[hؐ錾*/
	if(S_count==1){
	CutinSP("TIREI",50,-50,4000000,60,GetCurrentScriptDirectory~".\enm1img\face101ct.png",0,0,384,512);
	CutinSP2(-280,-10,GetCurrentScriptDirectory~".\enm1spell\enm1_sn02_normal.png",0,0,384,32,255,255,255);
	BackGroundEffect;
	}
	if(S_count==50){
//	Concentration(50,powerla);
	}
	

	a++;
	frame++;
	count++;
	S_count++;
	timer++;
	sheepX = Obj_GetX(objsheep);
	sheepY = Obj_GetY(objsheep);

	let tact = GetCommonDataEx("title","act");
	let tsst = GetCommonDataEx("title","start_stage");
	if(tact==11){
	if(OnPlayerMissed==true){
	SetCommonDataEx("title","start_stage",false);
	VanishEnemy;
	}
	}
	if(GetEnemyLife<=10){
	SetMovePosition03(CenX-30,CenY-120,10,5);
	SetDamageRate(0,0);
	endc++;
	}
	if(endc==1){
	DeleteAllEnemyWithoutBoss;
	DefeatExplosion(GetEnemyX,GetEnemyY);
	}

}//MainLoop")"łB

    @DrawLoop {}

    @Finalize {
	let tact = GetCommonDataEx("title","act");
	if(tact==11){
	SetCommonDataEx("title","start_stage",false);
	}
	}
	
	task Shot_Main {
	let wt = 120;
	let shotY = 10;
	let angle = 0;
		loop(120){yield;}
		Move;
		CreateSheepSP;
		ScopeEffect;
		SetCommonData("Charge",true);
		loop {
			Concentration(50,powerla);
			loop(60){yield;}
			SetCommonData("Charge",false);
			shotY=10;
			angle=0;
			loop(3){
				shotY=10;
				loop(12){
					PlaySE(tan);
					loop(1){
					CreateSheepShot(MinX-22,shotY,rand(1,2.8),angle    +rand(-15,15),rand(-0.02,-0.05),rand(0.8,1.5),rand(0,60));
					CreateSheepShot(MaxX+22,shotY,rand(1,2.8),angle+180+rand(-15,15),rand(-0.02,-0.05),rand(0.8,1.5),rand(0,60));
					}
					shotY+=40;
					wait(3);
					if(endc==1){break;}
				}
			}
			loop(90){yield;}
		}
	}
	
	task Move {
		loop{
			wait(60);
			SetMovePosition03(sheepX, sheepY, 20, 2);
			wait(60);
			}
		}
	
task CreateSheepShot(x,y,s,a,s2,s0,d) {
		let obj = CreateShot02(x,y,0,a,0,0,0,d);
		let count = 0;
		let change = false;
		if(a>-90&&a< 90){Obj_SetAngle(obj,250);ObjShot_SetGraphic(obj,252);}
		if(a> 90&&a<270){Obj_SetAngle(obj,-80);ObjShot_SetGraphic(obj,253);}
		loop(d){yield;}
		while(!Obj_BeDeleted(obj)) {
			Obj_SetX(obj, Obj_GetX(obj)+cos(a)*s);
			Obj_SetY(obj, Obj_GetY(obj)+sin(a)*s);
			if(s>s0){s+=s2;}
			if(absolute(Obj_GetX(obj)-sheepX)<=90 && absolute(Obj_GetY(obj)-sheepY)<=90 && !change) {
				a+=180;
				change = true;
				PlaySE(laser);
				s = 3;
				s2 = 0.01;
				}
			if(a>-90&&a< 90){Obj_SetAngle(obj,250+sin(count*6));ObjShot_SetGraphic(obj,252);}
			if(a> 90&&a<270){Obj_SetAngle(obj,-80+sin(count*6));ObjShot_SetGraphic(obj,253);}
			count++;
			yield;
			}
		loop(60) {
			Obj_SetX(obj, Obj_GetX(obj)+cos(a)*s);
			Obj_SetY(obj, Obj_GetY(obj)+sin(a)*s);
			if(s>s0){s+=s2;}
			yield;
			}
		}
		
task CreateSheepSP {
		SetShotColor(255,128,64);
		objsheep = CreateShot01(GetX,GetY,0,rand(0,30),0,0);
		SetShotColor(255,255,255);
		let count = 0;
		let s = 1.5;
		let s2 = -0.06;
		let a = rand(20,30);
		ObjShot_SetBombResist(objsheep,true);
		Obj_SetAutoDelete(objsheep,false);
		if(a>-90&&a< 90){Obj_SetAngle(objsheep,250);ObjShot_SetGraphic(objsheep,252);}
		if(a> 90&&a<270){Obj_SetAngle(objsheep,-80);ObjShot_SetGraphic(objsheep,253);}
		loop{
			loop(3){
				s = 3;
				a = rand(10,20);
				PlaySE(kira);
				loop(120) {
					Obj_SetX(objsheep, Obj_GetX(objsheep)+cos(a)*s);
					Obj_SetY(objsheep, Obj_GetY(objsheep)+sin(a)*s);
					if(s>0){s+=s2;}
					if(s>=0){Obj_SetAngle(objsheep,-80);ObjShot_SetGraphic(objsheep,252);}
					else{Obj_SetAngle(objsheep,-80);ObjShot_SetGraphic(objsheep,253);}
					count++;
					Obj_SetAngle(objsheep,Obj_GetAngle(objsheep)+sin(count*6));
					yield;
					}
				s = 3;
				s2 = -0.03;
				a = rand(10,20)+150;
				PlaySE(kira);
				loop(120) {
					Obj_SetX(objsheep, Obj_GetX(objsheep)+cos(a)*s);
					Obj_SetY(objsheep, Obj_GetY(objsheep)+sin(a)*s);
					if(s>0){s+=s2;}
					if(s<=0){Obj_SetAngle(objsheep,-80);ObjShot_SetGraphic(objsheep,252);}
					else{Obj_SetAngle(objsheep,-80);ObjShot_SetGraphic(objsheep,253);}
					count++;
					Obj_SetAngle(objsheep,Obj_GetAngle(objsheep)+sin(count*6));
					yield;
					}
				}
			loop(3){
				s = 3;
				a = rand(-20,-10);
				PlaySE(kira);
				loop(120) {
					Obj_SetX(objsheep, Obj_GetX(objsheep)+cos(a)*s);
					Obj_SetY(objsheep, Obj_GetY(objsheep)+sin(a)*s);
					if(s>0){s+=s2;}
					if(s>=0){Obj_SetAngle(objsheep,-80);ObjShot_SetGraphic(objsheep,252);}
					else{Obj_SetAngle(objsheep,-80);ObjShot_SetGraphic(objsheep,253);}
					count++;
					Obj_SetAngle(objsheep,Obj_GetAngle(objsheep)+sin(count*6));
					yield;
					}
				s = 3;
				a = rand(-20,-10)+210;
				PlaySE(kira);
				loop(120) {
					Obj_SetX(objsheep, Obj_GetX(objsheep)+cos(a)*s);
					Obj_SetY(objsheep, Obj_GetY(objsheep)+sin(a)*s);
					if(s>0){s+=s2;}
					if(s<=0){Obj_SetAngle(objsheep,-80);ObjShot_SetGraphic(objsheep,252);}
					else{Obj_SetAngle(objsheep,-80);ObjShot_SetGraphic(objsheep,253);}
					count++;
					Obj_SetAngle(objsheep,Obj_GetAngle(objsheep)+sin(count*6));
					yield;
					}
				}
			}
		}
		
task CreateEffectShot {
	let obj = CreateShot01(GetX,GetY,0,0,0,0);
	loop {
		Obj_SetPosition(obj,sheepX,sheepY);
		yield;
		}
	}
	
task ScopeEffect {
	let weff      = Obj_Create(OBJ_EFFECT);

	LoadGraphic(imgexp);

	ObjEffect_SetTexture(weff,imgexp);
	ObjEffect_SetRenderState(weff,ADD);
	ObjEffect_SetPrimitiveType(weff,PRIMITIVE_TRIANGLESTRIP);
	ObjEffect_SetLayer(weff,2);
	ObjEffect_CreateVertex(weff,4);
	ObjEffect_SetVertexXY(weff,0,-110,-110);
	ObjEffect_SetVertexXY(weff,1,-110, 110);
	ObjEffect_SetVertexXY(weff,2, 110,-110);
	ObjEffect_SetVertexXY(weff,3, 110, 110);
	ObjEffect_SetVertexUV(weff,0,  0,  0);
	ObjEffect_SetVertexUV(weff,1,  0,256);
	ObjEffect_SetVertexUV(weff,2,256,  0);
	ObjEffect_SetVertexUV(weff,3,256,256);
	ObjEffect_SetVertexColor(weff,0,255,0,100,100);
	ObjEffect_SetVertexColor(weff,1,255,0,100,100);
	ObjEffect_SetVertexColor(weff,2,255,0,100,100);
	ObjEffect_SetVertexColor(weff,3,255,0,100,100);

	while(endc==0){
		Obj_SetPosition(weff,sheepX,sheepY);
		yield;
		}
		
	Obj_Delete(weff);
	}

	#include_function".\Obj_Control.txt"
	#include_function".\lib_kshot.txt"
}