//Flies down and shoots two shifting circles

script_enemy_main{

let GRenemy=("\script\Images\Enemies\Fairy1-01.png");
let SEshot1=("script\SoundEffects\shots6.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=0.5;
let shots=0;
let oldX=0; let oldY=0;
let invincible=125;

SetAngle(90+rand(-10,10));
SetSpeed(rand(2.5,3));

@Initialize{
	LoadGraphic("\script\Images\Enemies\Fairy1-01.png");
	LoadSE("script\SoundEffects\shots6.wav");

	SetInvincibility(20);
	SetLife(6);
	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){
	let shot1=0;
	let angle=rand(0,360);
		loop(8){
		CreateShotA(shot1,GetX,GetY,0);
		SetShotDataA(shot1,0,2,angle,1,0,0,28);
		SetShotDataA(shot1,40,NULL,NULL,0,-0.02,1,28);
		FireShot(shot1);
		CreateShotA(shot1,GetX,GetY,0);
		SetShotDataA(shot1,0,2,angle,-1,0,0,29);
		SetShotDataA(shot1,40,NULL,NULL,0,-0.02,1,29);
		FireShot(shot1);
		angle+=360/8;
		}
	PlaySE(SEshot1);
	}
} //Easy

if(GetCommonData("Difficulty")==2){
	if(time==50){
	let shot1=0;
	let angle=rand(0,360);
		loop(12){
		CreateShotA(shot1,GetX,GetY,0);
		SetShotDataA(shot1,0,2,angle,1,0,0,28);
		SetShotDataA(shot1,40,NULL,NULL,0,-0.02,1,28);
		FireShot(shot1);
		CreateShotA(shot1,GetX,GetY,0);
		SetShotDataA(shot1,0,2,angle,-1,0,0,29);
		SetShotDataA(shot1,40,NULL,NULL,0,-0.02,1,29);
		FireShot(shot1);
		angle+=360/12;
		}
	PlaySE(SEshot1);
	}
} //Normal

if(GetCommonData("Difficulty")==3){
	if(time==50){
	let shot1=0;
	let angle=rand(0,360);
		loop(24){
		CreateShotA(shot1,GetX,GetY,0);
		SetShotDataA(shot1,0,2.5,angle,1,0,0,28);
		SetShotDataA(shot1,40,NULL,NULL,0,-0.02,1,28);
		FireShot(shot1);
		CreateShotA(shot1,GetX,GetY,0);
		SetShotDataA(shot1,0,2.5,angle,-1,0,0,29);
		SetShotDataA(shot1,40,NULL,NULL,0,-0.02,1,29);
		FireShot(shot1);
		angle+=360/24;
		}
	PlaySE(SEshot1);
	}
} //Hard

if(GetCommonData("Difficulty")==4){
	if(time==50){
	let shot1=0;
	let angle=rand(0,360);
		loop(33){
		CreateShotA(shot1,GetX,GetY,0);
		SetShotDataA(shot1,0,3,angle,1,0,0,28);
		SetShotDataA(shot1,40,NULL,NULL,0,-0.02,1,28);
		FireShot(shot1);
		CreateShotA(shot1,GetX,GetY,0);
		SetShotDataA(shot1,0,3,angle,-1,0,0,29);
		SetShotDataA(shot1,40,NULL,NULL,0,-0.02,1,29);
		FireShot(shot1);
		angle+=360/33;
		}
	PlaySE(SEshot1);
	}
} //Lunatic
} //Onscreen


if(time<=150){ SetSpeed(GetSpeed-0.02); }
if(time>=150){ SetSpeed(GetSpeed+0.04); }
if(time>=150 && startx<cx){ SetAngle(GetAngle+1); }
if(time>=150 && startx>=cx){ SetAngle(GetAngle-1); }


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);
	CreateEnemyFromFile("script\Functions\itempoint.txt",GetX+rand(-50,50),GetY+rand(-50,50),0,0,0);
	CreateEnemyFromFile("script\Functions\itempower.txt",GetX+rand(-50,50),GetY+rand(-50,50),0,0,0);
#include_function "script/Functions/PlayerTypeBonus.txt";
}
}

}