#TouhouDanmakufu
#Title[14]
#Text[Hm...]
#Player[FREE]
#PlayLevel[Normal]
#BGM[.\theme]
#ScriptVersion[2]

script_enemy_main{
	let shot = GetCurrentScriptDirectory ~ "bgm\se_tan01.wav";
	let ling = GetCurrentScriptDirectory ~ "bgm\se_kira00.wav";
	let laser = GetCurrentScriptDirectory ~ "bgm\se_lazer01.wav";
	let caution = GetCurrentScriptDirectory ~ "bgm\se_caution.wav";
	let charge = GetCurrentScriptDirectory ~ "bgm\se_charge.wav";



    	let BossCutIn = "script\Shiro\Shiro.png"; 
    	let image="script\Shiro\sheet.png"; 
	let frame = 0;
	let angle = 0;
	let CSD = GetCurrentScriptDirectory;
	let lay = CSD ~ "iceflakes.png";
	let bg = CSD ~ "spbg.png";
	let slide = 200;
	let slide2 = 0;
	let rotate = 0;
	let bosseffect2 = CSD ~ "bosseffect2.png" ;

	@Initialize{
		SetLife(1500);
		SetDamageRate(27, 0);
		SetInvincibility(900); // 15 seconds of invincibility against 25 seconds
		LoadGraphic(image);
		LoadGraphic(lay);
		LoadGraphic(bg);
		LoadGraphic(bosseffect2);
		LoadSE(shot);
		LoadSE(laser);
		LoadSE(caution);
		LoadSE(charge);
		LoadSE(ling);
		SetTimer(121);
		LoadUserShotData(CSD ~ "tiro\ZUN's shotdata.txt");
		CutIn(KOUMA, "Divine Weapon "\""Astral Walker "\", BossCutIn, 0, 0, 200,282);
		SetEnemyMarker(true);
		SetScore(6500000);
		SetMovePosition02(GetCenterX, GetCenterY-30, 60); 

		main;
	}
	

	@MainLoop{
		SetCollisionA(GetX, GetY, 32);
		SetCollisionB(GetX, GetY, 16);
		yield;


	}

	@DrawLoop{

		SetTexture(lay);
		SetColor(255,255,255);
		SetRenderState(ALPHA);
		SetGraphicAngle(0, 0, 0);
		SetGraphicRect(0,0,600000,600000);
		SetGraphicScale(1, 1);
		DrawGraphic(GetX+rotate,GetY+rotate/2);


		SetTexture(bosseffect2);
		SetColor(255,255,255);
		SetRenderState(ALPHA);
		SetGraphicAngle(0, 0, rotate);
		SetGraphicRect(0,0,256,256);
		SetGraphicScale(2, 2);
		DrawGraphic(GetX,GetY);



		SetTexture(image);
		SetColor(255,255,255);
		SetRenderState(ALPHA);
		SetGraphicAngle(0, 0, 0);
		SetGraphicRect(0,0,83,117);
		SetGraphicScale(1, 1);
		DrawGraphic(GetX,GetY);

	}

	@BackGround{


		SetTexture(bg);
		SetRenderState(ALPHA);
		SetAlpha(255);
		SetGraphicAngle(0, 0, rotate/2);
		SetGraphicScale(2, 2);
		SetGraphicRect(0,0,256,256);
		DrawGraphic(GetCenterX,GetCenterY);

		rotate+=1;
		slide2+=1;
		}


	@Finalize
	{
		DeleteSE(shot);
		DeleteGraphic(bg);
		DeleteGraphic(lay);
		DeleteGraphic(image);
	}

	task main{
		wait(120);
		p1;

		move;
		yield;
		}




	task p1{

		let x = 0;
		let slide = 0;
		let sp = 0;
		let lp = 1;
		let dir = 0;
		let dir2 = 0;

		wait(10);
		loop{
			
			while(x<1+lp){
				ascent(i in 0..1){
				CreateShotA(1, GetX+140*cos(dir/2), GetY+70*sin(dir), 20);
				SetShotDataA(1, 0, 0, dir2, 0, -0, -1,37);
				SetShotDataA(1, 240, 1, dir2, 0, -0.1, 1,42);
					FireShot(1);

				CreateShotA(1, GetX+70*cos(-dir/2), GetY+140*sin(dir), 20);
				SetShotDataA(1, 0, 0, -dir2, 0, -0, -1,37);
				SetShotDataA(1, 240,1, -dir2, -0, 0.1, 1,39);
					FireShot(1); }

				PlaySE(shot);
				dir+=360/1+lp;
				dir2+=360/1+lp;

				x++;
				}
			wait(2);
			x=0;
			dir+=3;
			dir2+=rand(4, 7);
			
		}
	}



	task move{
		loop{
			SetMovePosition03(GetCenterX+rand(-40, 40),GetCenterY-80+rand(-20,20), 80, 20);
			wait(120);
			}
	yield;

	}



	task reflect(x, y, speed, dir, graph, delay){
		let obj = Obj_Create(OBJ_SHOT);

		Obj_SetPosition(obj, x, y);
		Obj_SetSpeed(obj, speed);
		Obj_SetAngle(obj, dir);
		ObjShot_SetGraphic(obj, graph);	
		ObjShot_SetDelay(obj, delay);	
		ObjShot_SetBombResist(obj, true);


				wait(180);
				Obj_SetSpeed(obj, 1);
				wait(1200);
				Obj_Delete(obj);
				yield;

	}


	//Função "wait"

	function wait(w){
		loop(w){yield;}
		}

}