//Walls go down with a hole in the center

script_enemy_main{

let GRenemy=("\script\Images\Enemies\Birds2.png");
let SEshotm7=("script\SoundEffects\shotm7.wav");
let SEdeath=("script\SoundEffects\enemydeath1.wav");

let color=GetArgument[0];

let miny=GetClipMinY; let maxy=GetClipMaxY; let minx=GetClipMinX; let maxx=GetClipMaxX;
let cx=GetCenterX; let cy=GetCenterY;
let startx=GetX; let starty=GetY;
let frame=0; let time=0; let animation=0;
let ani=4;
let scale=1;
let shots=0;
let shotcolor=0; let shotspeed=0;
let oldX=0; let oldY=0;
let invincible=125;

SetSpeed(4.5);
SetAngle(90);

@Initialize{
	LoadGraphic("\script\Images\Enemies\Birds2.png");
	LoadSE("script\SoundEffects\shotm7.wav");
	LoadSE("script\SoundEffects\enemydeath1.wav");

	SetInvincibility(30);
	SetLife(10);
	SetDamageRate(10,3); 
	SetScore(1000);
	SetShotColor(255,255,255);
}

@MainLoop{

if(GetX<=minx-32 || GetX>=maxx+32 || GetY<=miny-32 || GetY>=maxy+32 && frame>=60){ VanishEnemy; }

if((GetX>minx && GetX<maxx) && (GetY>miny && GetY<maxy)){
	SetCollisionA(GetX,GetY,24*scale);
	SetCollisionB(GetX,GetY,24*scale);
}


if(time==45 && shots==0){
let distance=40;
	if(GetArgument[1]==1){
		loop(30){
		CreateShot01(GetX+distance,GetY,2.5,90,24+color,10);
		CreateShot01(GetX-distance,GetY,2.5,90,24+color,10);
		CreateShot01(GetX+distance,GetY,2.5,270,24+color,10);
		CreateShot01(GetX-distance,GetY,2.5,270,24+color,10);
		distance+=16;
		}
	}
	if(GetArgument[1]==2){
		loop(60){
		CreateShot01(GetX+distance,GetY,2.5,90+rand(-4,4),24+color,10);
		CreateShot01(GetX-distance,GetY,2.5,90+rand(-4,4),24+color,10);
		CreateShot01(GetX+distance,GetY,2.5,270+rand(-4,4),24+color,10);
		CreateShot01(GetX-distance,GetY,2.5,270+rand(-4,4),24+color,10);
		distance+=8;
		}
	}
	if(GetArgument[1]==3){
		loop(30){
		CreateShot01(GetX+distance,GetY,5,90,24+color,10);
		CreateShot01(GetX-distance,GetY,5,90,24+color,10);
		CreateShot01(GetX+distance,GetY,5,270,24+color,10);
		CreateShot01(GetX-distance,GetY,5,270,24+color,10);
		distance+=16;
		}
	}
PlaySE(SEshotm7);
shots++;
}


if(GetSpeed>0 && time<45){ SetSpeed(GetSpeed-(4.5/45)); }
if(GetSpeed<=0 && time<45){ SetSpeed(0); }
if(time>=60){ SetSpeed(GetSpeed-0.02); }


oldX=GetX;
oldY=GetY;
frame++;
time++;
animation++;
if(animation>=ani*6){ animation=0; }
if(GetTimeOfInvincibility<25 && invincible>0){ invincible=GetTimeOfInvincibility*5; }

}

@DrawLoop{
let side=0;
	SetTexture(GRenemy);
		if(oldX<GetX || oldX>GetX){ side=128; }
		if(animation>=ani*0 && animation<ani*1){ SetGraphicRect(0,color,80,80+color); }
		if(animation>=ani*1 && animation<ani*2){ SetGraphicRect(80,color,160,80+color); }
		if(animation>=ani*2 && animation<ani*3){ SetGraphicRect(160,color,240,80+color); }
		if(animation>=ani*3 && animation<ani*4){ SetGraphicRect(240,color,320,80+color); }
		if(animation>=ani*4 && animation<ani*5){ SetGraphicRect(160,color,240,80+color); }
		if(animation>=ani*5 && animation<ani*6){ SetGraphicRect(80,color,160,80+color); }
	SetGraphicAngle(0,0,0);
	if(oldX<GetX){ SetGraphicAngle(180,0,0); }
	SetGraphicScale(scale,scale);
	SetColor(255-invincible,255-invincible,255);
	DrawGraphic(GetX,GetY+3*sin(time*2));
}

@Finalize{
if(BeVanished==false){
PlaySE(SEdeath);
	loop(5){ CreateEnemyFromFile("script\Functions\itempoint.txt",GetX+rand(-40,40),GetY+rand(-40,40),0,0,0); }
	loop(2){ CreateEnemyFromFile("script\Functions\itempower.txt",GetX+rand(-40,40),GetY+rand(-40,40),0,0,0); }
#include_function "script/Functions/PlayerTypeBonus.txt";
DeleteEnemyShotInCircle(ALL,GetX,GetY,40);
}
}

}