//Aims a wall that keeps getting bigger

script_enemy_main{

let GRenemy=("\script\Images\Enemies\Birds2.png");
let SEshot1=("script\SoundEffects\shotm5.wav");
let SEdeath=("script\SoundEffects\enemydeath1.wav");

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=8; let color=2;
let scale=1;
let shots=0;
let shotcolor=0; let shotspeed=0;
let oldX=0; let oldY=0;
color=(color-1)*80;
let invincible=125;

let aim=0;

SetAngle(90);
SetSpeed(rand(4,5));

@Initialize{
	LoadGraphic("\script\Images\Enemies\Birds2.png");
	LoadSE("script\SoundEffects\shotm5.wav");

	SetInvincibility(20);
	SetLife(8+GetCommonData("Difficulty"));
	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,16*scale);
SetCollisionB(GetX,GetY,16*scale);

if(GetCommonData("Difficulty")==1){
if(time==60){ aim=GetAngleToPlayer; }
	if(time>=60 && time%16==0 && shots<3){
	let angle=aim-(3*shots);
	SetShotColor(255-(20*shots),255-(20*shots),255-(20*shots));
		loop(1+shots){
		CreateShot01(GetX,GetY,3,angle,85,0);
		angle+=9;
		}
	SetShotColor(255,255,255);
	shots++;
	PlaySE(SEshot1);
	}
} //Easy

if(GetCommonData("Difficulty")==2){
if(time==60){ aim=GetAngleToPlayer; }
	if(time>=60 && time%12==0 && shots<4){
	let angle=aim-(3*shots);
	SetShotColor(255-(20*shots),255-(20*shots),255-(20*shots));
		loop(1+shots){
		CreateShot01(GetX,GetY,3,angle,85,0);
		angle+=7.5;
		}
	SetShotColor(255,255,255);
	shots++;
	PlaySE(SEshot1);
	}
} // Normal

if(GetCommonData("Difficulty")==3){
if(time==60){ aim=GetAngleToPlayer; }
	if(time>=60 && time%9==0 && shots<6){
	let angle=aim-(3*shots);
	SetShotColor(255-(20*shots),255-(20*shots),255-(20*shots));
		loop(1+shots){
		CreateShot01(GetX,GetY,3.3,angle,85,0);
		angle+=7;
		}
	SetShotColor(255,255,255);
	shots++;
	PlaySE(SEshot1);
	}
} // Hard

if(GetCommonData("Difficulty")==4){
if(time==60){ aim=GetAngleToPlayer; }
	if(time>=60 && time%7==0 && shots<7){
	let angle=aim-(3*shots);
	SetShotColor(255-(20*shots),255-(20*shots),255-(20*shots));
		loop(1+shots){
		CreateShot01(GetX,GetY,4,angle,85,0);
		angle+=8;
		}
	SetShotColor(255,255,255);
	shots++;
	PlaySE(SEshot1);
	}
} // Lunatic
} // OnScreen


if(time<60){ SetSpeed(GetSpeed-4/60); }
if(time>=180){ 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(2){ CreateEnemyFromFile("script\Functions\itempower.txt",GetX+rand(-50,50),GetY+rand(-50,50),0,0,0); }
	CreateEnemyFromFile("script\Functions\itemscore.txt",GetX+rand(-50,50),GetY+rand(-50,50),0,0,0);
	loop(2){ CreateEnemyFromFile("script\Functions\itempoint.txt",GetX+rand(-50,50),GetY+rand(-50,50),0,0,0); }
#include_function "script/Functions/PlayerTypeBonus.txt";
}
}

}