script_enemy_main{
	/*\[XHۃp
	Ex̗؍
	*/
	let count	= 0;
	let frame	= 0;
	let timer	= 0;
	let angle	= 0;
	let angle2	= 0;
	let angle3	= 0;
	let cx		= GetCenterX();//STGV[̒SxW擾
	let csd		= GetCurrentScriptDirectory;
	let imgAngle	= 0;
	let shotAngle	= 0;
	let kira	= csd~".\se\shot2.wav";
	let tan		= csd~".\se\shot1.wav";
	let shotdir	= csd~"kshotData.txt";
	let imgEnemy	= csd~".\img\fairy_ex2.png";//RR̉摜ςƕς({
	let MinX	= GetClipMinX;
	let MaxX	= GetClipMaxX;
	let MinY	= GetClipMinY;
	let MaxY	= GetClipMaxY;
	let CenX	= GetCenterX;
	let CenY	= GetCenterY;
	let i		= trunc(rand(0,10));

	// ACe𗎂Ƃ
	let Inam_1up	= 0;
	let Inam_Bomb	= 0;
	let Inam_Item	= 0;

	@Initialize{
		SetX(MaxX+50);
		SetY(MinY+50);
		SetLife(500);
		LoadGraphic(imgEnemy);
		LoadUserShotData(shotdir);
		SetMovePosition03(MinX-150,MinY+100,8,1);
		SetTexture(imgEnemy);
		Initialize_Fairy(GetArgument,100,100,255);//[߂Ƃ̏ΉĂ(7܂
		/*
		0	ŏ
		1	ŏiȖсj
		2	
		3	iXqj
		4	
		5	i{j
		6	
		7	ij
		*/
	}
	
	@MainLoop{
		let tdif = GetCommonDataEx("title","Diffi");//{҂̓Փx("easy"`"lunatic")

		frame++;
		count++;
		timer++;

		let shote	= kPURPLE50;

		if(count==60){
			alternative(tdif)
			case("easy"){
				if(angle2==0){
					loop(12){
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle,0,-0.3,2,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle+2,0,-0.3,1.9,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle+4,0,-0.3,1.8,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle+6,0,-0.3,1.7,shote);
						FireShot(0);
						angle+=360/12;
					}
				}else{
					loop(12){
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle,0,-0.3,2,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle-2,0,-0.3,1.9,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle-4,0,-0.3,1.8,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle-6,0,-0.3,1.7,shote);
						FireShot(0);
						angle+=360/12;
					}
				}
			}case("normal"){
				if(angle2==0){
					loop(15){
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle,0,-0.3,2,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle+2,0,-0.3,1.9,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle+4,0,-0.3,1.8,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle+6,0,-0.3,1.7,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle+8,0,-0.3,1.6,shote);
						FireShot(0);
						angle+=360/15;
					}
				}else{
					loop(15){
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle,0,-0.3,2,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle-2,0,-0.3,1.9,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle-4,0,-0.3,1.8,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle-6,0,-0.3,1.7,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle-8,0,-0.3,1.6,shote);
						FireShot(0);
						angle+=360/15;
					}
				}
			}case("hard"){
				if(angle2==0){
					loop(20){
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle,0,-0.3,2,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle+2,0,-0.3,1.9,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle+4,0,-0.3,1.8,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle+6,0,-0.3,1.7,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle+8,0,-0.3,1.6,shote);
						FireShot(0);
						angle+=360/20;
					}
				}else{
					loop(20){
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle,0,-0.3,2,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle-2,0,-0.3,1.9,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle-4,0,-0.3,1.8,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle-6,0,-0.3,1.7,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle-8,0,-0.3,1.6,shote);
						FireShot(0);
						angle+=360/20;
					}
				}
			}case("lunatic"){
				if(angle2==0){
					loop(24){
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle,0,-0.3,2,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle+2,0,-0.3,1.9,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle+4,0,-0.3,1.8,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle+6,0,-0.3,1.7,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle+8,0,-0.3,1.6,shote);
						FireShot(0);
						angle+=360/24;
					}
				}else{
					loop(24){
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle,0,-0.3,2,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle-2,0,-0.3,1.9,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle-4,0,-0.3,1.8,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle-6,0,-0.3,1.7,shote);
						FireShot(0);
						CreateShotA(0,GetX,GetY,10);
						SetShotDataA(0,0,10,angle-8,0,-0.3,1.6,shote);
						FireShot(0);
						angle+=360/24;
					}
				}
			}
			angle2++;
			if(angle2==2){angle2=0;}
			angle+=4.5/2;
			PlaySE(tan);
			if(angle3<15){angle3+=3;}
			count=0+angle3;
		}

		//ʊOɏoƎ
		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);
		SetCollisionB(GetX(),GetY(),16);
		yield;
	}
	
	@Finalize{
		//DeleteEnemyShotToItem(CHILD);
		loop(Inam_1up) {
			CreateItem(ITEM_1UP,GetX(),GetY());
		}
		loop(Inam_Bomb) {
			CreateItem(ITEM_BOMB,GetX(),GetY());
		}
		if (GetLife()<=0) {
			ascent (i in 0..Inam_Item) {
				CreateItem(ITEM_SCORE,GetX()+rand(-i*10,i*10),GetY()+rand(-i*10,i*10));
			}
		}
	}
	
	@DrawLoop
	{//`
		DrawFairy(imgEnemy);//킸ȁB
	}
#include_function".\lib_anime_fairy.txt"
#include_function".\lib_kshot.txt"
#include_function".\Obj_Shot.txt"
}