//Move down and shoots barriers with holes in it.

script_enemy_main{

let GRenemy=("\script\Images\Enemies\Fairy1-05.png");
let SEshot1=("script\SoundEffects\shotm1.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=4;
let scale=0.75;
let shots=0;
let shotcolor=0; let shotspeed=0;
let oldX=0; let oldY=0;
let invincible=125;

let direction=rand_int(0,1);

SetAngle(90);
SetSpeed(5);

@Initialize{
	LoadGraphic("\script\Images\Enemies\Fairy1-05.png");
	LoadSE("script\SoundEffects\shotm1.wav");

	SetInvincibility(60);
	SetLife(30);
	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,32*scale);
SetCollisionB(GetX,GetY,32*scale);

if(GetCommonData("Difficulty")==1){
	if((time+50)%100==0 && shots<2){
	let angle1=rand(0,360);
		loop(20){
		let angle2=0;
		let speed=2;
			loop(2){
			if(startx<cx){ CreateShot01(GetX,GetY,speed,angle1+angle2,1,0); }
			if(startx>=cx){ CreateShot01(GetX,GetY,speed,angle1+angle2,8,0); }
			if(direction%2==0){ angle2+=1.5; }
			if(direction%2!=0){ angle2+=-1.5; }
			speed-=0.04;
			}
		angle1+=360/20;
		}
	PlaySE(SEshot1);
	direction++;
	shots++;
	}
if(GetSpeed>1 && shots<1){ SetSpeed(GetSpeed-0.1); }
if(shots>=1 && startx<cx){ SetAngle(GetAngle+1.2); SetSpeed(GetSpeed+0.02);}
if(shots>=1 && startx>cx){ SetAngle(GetAngle-1.2); SetSpeed(GetSpeed+0.02);}
} //Easy

if(GetCommonData("Difficulty")==2){
	if((time+50)%100==0 && shots<2){
	let angle1=rand(0,360);
		loop(20){
		let angle2=0;
		let speed=2.5;
			loop(3){
			if(startx<cx){ CreateShot01(GetX,GetY,speed,angle1+angle2,1,0); }
			if(startx>=cx){ CreateShot01(GetX,GetY,speed,angle1+angle2,8,0); }
			if(direction%2==0){ angle2+=1.5; }
			if(direction%2!=0){ angle2+=-1.5; }
			speed-=0.04;
			}
		angle1+=360/20;
		}
	PlaySE(SEshot1);
	direction++;
	shots++;
	}
if(GetSpeed>1 && shots<2){ SetSpeed(GetSpeed-0.1); }
if(shots>=2 && startx<cx){ SetAngle(GetAngle+1.2); SetSpeed(GetSpeed+0.02);}
if(shots>=2 && startx>cx){ SetAngle(GetAngle-1.2); SetSpeed(GetSpeed+0.02);}
} //Normal

if(GetCommonData("Difficulty")==3){
	if((time+50)%100==0 && shots<3){
	let angle1=rand(0,360);
		loop(20){
		let angle2=0;
		let speed=2.5;
			loop(4){
			if(startx<cx){ CreateShot01(GetX,GetY,speed,angle1+angle2,1,0); }
			if(startx>=cx){ CreateShot01(GetX,GetY,speed,angle1+angle2,8,0); }
			if(direction%2==0){ angle2+=1.5; }
			if(direction%2!=0){ angle2+=-1.5; }
			speed-=0.04;
			}
		angle1+=360/20;
		}
	PlaySE(SEshot1);
	direction++;
	shots++;
	}
if(GetSpeed>1 && shots<3){ SetSpeed(GetSpeed-0.12); }
if(shots>=3 && startx<cx){ SetAngle(GetAngle+1.2); SetSpeed(GetSpeed+0.02);}
if(shots>=3 && startx>cx){ SetAngle(GetAngle-1.2); SetSpeed(GetSpeed+0.02);}
} //Hard

if(GetCommonData("Difficulty")==4){
	if((time+50)%80==0 && shots<3){
	let angle1=rand(0,360);
		loop(20){
		let angle2=0;
		let speed=2;
			loop(5){
			if(startx<cx){ CreateShot01(GetX,GetY,speed,angle1+angle2,1,0); }
			if(startx>=cx){ CreateShot01(GetX,GetY,speed,angle1+angle2,8,0); }
			if(direction%2==0){ angle2+=1.5; }
			if(direction%2!=0){ angle2+=-1.5; }
			speed-=0.04;
			}
		angle1+=360/20;
		}
	PlaySE(SEshot1);
	direction++;
	shots++;
	}
if(GetSpeed>1 && shots<3){ SetSpeed(GetSpeed-0.1); }
if(shots>=3 && startx<cx){ SetAngle(GetAngle+1.2); SetSpeed(GetSpeed+0.02);}
if(shots>=3 && startx>cx){ SetAngle(GetAngle-1.2); SetSpeed(GetSpeed+0.02);}
} //Lunatic

} //Onscreen


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(1,side,256,128+side); }
		if(animation>=ani*1 && animation<ani*2){ SetGraphicRect(257,side,512,128+side); }
		if(animation>=ani*2 && animation<ani*3){ SetGraphicRect(513,side,768,128+side); }
		if(animation>=ani*3 && animation<ani*4){ SetGraphicRect(769,side,1024,128+side); }
		if(animation>=ani*4 && animation<ani*5){ SetGraphicRect(513,side,768,128+side); }
		if(animation>=ani*5 && animation<ani*6){ SetGraphicRect(257,side,512,128+side); }
	SetGraphicAngle(0,0,0);
	if(oldX<GetX){ SetGraphicAngle(180,0,0); }
	SetGraphicScale(scale,scale);
	SetColor(255-invincible,255-invincible,255);
	DrawGraphic(GetX,GetY);
}

@Finalize{
if(BeVanished==false){
PlaySE(SEdeath);
	loop(4){ CreateEnemyFromFile("script\Functions\itempoint.txt",GetX+rand(-40,40),GetY+rand(-50,50),0,0,0); }
	loop(4){ CreateEnemyFromFile("script\Functions\itempower.txt",GetX+rand(-40,40),GetY+rand(-50,50),0,0,0); }
#include_function "script/Functions/PlayerTypeBonus.txt";
}
}

}