

script_enemy_main secant {
	let one = 1;
    let ImgBoss = GetCurrentScriptDirectory~"secant.png";
	let shot = GetCurrentScriptDirectory~"shot.wav";
	let shot2 = GetCurrentScriptDirectory~"shot2.wav";
	let bounce = GetCurrentScriptDirectory~"bounce.wav";
	let laser = GetCurrentScriptDirectory~"laser.wav";
	let bn = 0;
	let explode = GetCurrentScriptDirectory~"explode.wav";
	let tilt = 0;
	let radius = 100;
	let angle = GetAngleToPlayer;
	let alive = 1;
	let waffle = 1;
	let moo = 867;
	let xy = 0;
	let frame3=60;
	let nyan = 1;
	let v = 1;
    let frame = -90;
	let frame2 = 1;
	let n = 0;
#include_function ".\lib\SHOT_REPLACE\shot_replace.dnh";
	let num = 10;
    @Initialize {
	LoadSE(laser);
        SetLife(85000);
	SetCommonData("alive", true);
        SetTimer(99999999);
        LoadSE(shot);
	SetCommonData("secy", GetY);
	SetCommonData("secx", GetX);
	LoadSE(bounce);
	LoadSE(shot2);
	SetShotAutoDeleteClip(100, 200, 100, 100);
	shotinit;
	SetEnemyMarker(true);
	SetInvincibility(120);
	SetDamageRate(0, 0);        
	SetMovePosition02(GetCenterX-100, GetClipMinY + 120, 120);
        LoadGraphic(ImgBoss);
        SetTexture(ImgBoss);
        SetGraphicRect(1, 1, 128, 128);
    }

    @MainLoop {
	
	

	SetCommonData("secy", GetY);
	SetCommonData("secx", GetX);

	
	if(frame==200){
	fiyah;
	frame=-400;
	}
	
	if(frame==-200 || frame==-0){
	SetMovePosition03(GetX+rand(-80, 80), GetY+rand(-10, 10), 20, 10);
	}
	
	yield;
	frame3++;

	
        frame++;
	
	
    }


sub ExMove { ExMove_(GetCenterY-75, 30, rand(15, 30)); }
function ExMove_(height, ud, length) {
	
	if(GetPlayerX < GetX) {
		if(GetX - length <= GetClipMinX) {
			SetMovePosition03(GetX + length, rand(height-70 - ud, height + ud), 5, 11);
		} else {
			SetMovePosition03(GetX - length, rand(height-70 - ud, height + ud), 5, 11);
		}
	} else {
		if(GetX + length >= GetClipMaxX) {
			SetMovePosition03(GetX - length, rand(height-70 - ud, height + ud), 5, 11);
		} else {
			SetMovePosition03(GetX + length, rand(height-70 - ud, height + ud), 5, 11);
		}
	}
}
	// Movement functions for the boss to move towards the player.

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

task LifeGet{ AddLife(1); }

task dead{	

loop(1){
		PlaySE(explode);
		Explosion01(GetX, GetY, 50, 1, 60);
		SetDamageRate(0, 0);
		tilt=1;
		xy = 1;
		wait(360);
		alive=1;
		SetDamageRate(25, 40);
		AddLife(GetLife);
		
		Explosion01(GetX, GetY, 50, 1, 60);
		xy=0;
		tilt=0;
		frame3=-10;
		SetCommonData("alive", true);
		yield;
		
}
}

task fiyah{
	SetMovePosition03(GetPlayerX+rand(-10, 10), GetPlayerY+rand(-15, 15), 30, 2);
	num+=1;
	wait(20);
	one = one*-1;
	PlaySE(laser);
	
	loop(num){
	CreateLaserB(1, 500, 10, PURPLE60, 120);
	SetLaserDataB(1, 0, 2, 150, 0, 90+angle, 0, 90+angle, 0.7*one);
	SetLaserDataB(1, 210, 2, 150, 0, NULL, 0, NULL, 0);
	SetShotKillTime(1, 610);
	angle+=one*360/num;
	FireShot(1);	


}
}
    @DrawLoop {
		if(tilt == 0){
		SetGraphicAngle(0, 0, 0);
                DrawGraphic(GetX,GetY);
		}

		if(tilt == 1){
		SetTexture(ImgBoss);
		SetGraphicAngle(0, 0, 90);
		DrawGraphic(GetX, GetY);
}
    }
let v = 0;
    @Finalize {
        DeleteGraphic(ImgBoss);
    }
}
