

script_enemy_main {
	let i = 0;
    let ImgBoss = GetCurrentScriptDirectory~"secant.png";
	let shot = GetCurrentScriptDirectory~"shot.wav";
	let shot2 = GetCurrentScriptDirectory~"shot2.wav";
	let bounce = GetCurrentScriptDirectory~"bounce.wav";
	let bn = 0;
	let explode = GetCurrentScriptDirectory~"explode.wav";
	let tilt = 0;
	let radius = 20;
	let angle = GetAngleToPlayer;
	let alive = 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"
    @Initialize {
        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(GetPlayerX>GetCenterX){
	bn = 180;
	}
	
	if(GetPlayerX<GetCenterX){
	bn = 0;
	}

	
	if(OnPlayerMissed){
	frame=-0;
	}
	SetCommonData("secy", GetY);
	SetCommonData("secx", GetX);
	if(frame == 60){
	Concentration01(60);
	PlaySE(GetCurrentScriptDirectory~"charge.wav");
}

	if(frame==100){
	ExMove;
}
	if(frame == 120){
		let v = 0;
	
		let a = 0;
	let num = 8;
	loop(num){
		PlaySE(GetCurrentScriptDirectory~"familiarspawn.wav");
		CreateShotA(1, GetX+radius*cos(angle), GetY+radius*sin(angle), 25);
		SetShotDataA(1, 0, 0, rand(90, -90), 0, 0, 3, RED57);
		SetShotDataA(1, 80, 0, angle-180, 0.3, 0.05, 3, YELLOW57);
		SetShotDataA(1, 160, NULL, angle-180, 0.5 , -0.03, -3, YELLOW57);
		SetShotDataA(1, 200, NULL, angle-180, 0, 0.03, -1, YELLOW57);
		SetShotKillTime(1, 300);
		ascent(i in 0..100){
		v+=2;
	
		CreateShotA(2, 0, 0, 10);
		SetShotDataA(2, 0, 2, v+rand(0, 100), 0, 0.01, 2, PURPLE12);
		SetShotDataA_XY(2, rand(0, 30), rand(-2, 2), rand(-2, 0), 0.01, 0.01, rand(-0.2, 0.2), 3, BLUE12);

		AddShot(i*30, 1, 2, NULL);
	
		
		}
	
		
FireShot(1);
frame=-200;		angle+=360/num;
}
}
	
if(frame == -40){

}

	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;
		
}
}



    @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);
    }
}
