//Appears in the center and shoots a spikey circle. Kill the enemy to delete the center of the bullets.

script_enemy_main{

let GRenemy=("\script\Images\Enemies\Fairy3-15.png");
let SEshotb1=("script\SoundEffects\shotb1.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;
let shots=0;
let shotcolor=0; let shotspeed=0;
let oldX=0; let oldY=0;
let invincible=125;

@Initialize{
	LoadGraphic("\script\Images\Enemies\Fairy3-15.png");
	LoadSE("script\SoundEffects\shotb1.wav");

	SetInvincibility(60);
	SetLife(20);
	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){
let size=6;
	if(time==60){
	let color=GetArgument[0];
	let angle1=rand(0,360);
	let shot1=0;
	let accel=0.003;
	let angle2=0;
		loop(size){
			loop(size){
			CreateShotA(shot1,GetX,GetY,0);
			SetShotDataA(shot1,0,0,angle1+angle2,0,accel,10,12+color);
			FireShot(shot1);
			angle1+=360/size;
			}
		angle2+=360/(size*size);
		accel+=0.002;
		}
		loop(size){
			loop(size){
			CreateShotA(shot1,GetX,GetY,0);
			SetShotDataA(shot1,0,0,angle1+angle2,0,accel,10,12+color);
			FireShot(shot1);
			angle1+=360/size;
			}
		angle2+=360/(size*size);
		accel-=0.002;
		}
	PlaySE(SEshotb1);
	}
SetShotColor(255,255,255);
} //Easy

//=========================================================================================================

if(GetCommonData("Difficulty")==2){
let size=8;
	if(time==60){
	let color=GetArgument[0];
	let angle1=rand(0,360);
	let shot1=0;
	let accel=0.003;
	let angle2=0;
		loop(size){
			loop(size){
			CreateShotA(shot1,GetX,GetY,0);
			SetShotDataA(shot1,0,0,angle1+angle2,0,accel,10,12+color);
			FireShot(shot1);
			angle1+=360/size;
			}
		angle2+=360/(size*size);
		accel+=0.0025;
		}
		loop(size){
			loop(size){
			CreateShotA(shot1,GetX,GetY,0);
			SetShotDataA(shot1,0,0,angle1+angle2,0,accel,10,12+color);
			FireShot(shot1);
			angle1+=360/size;
			}
		angle2+=360/(size*size);
		accel-=0.0025;
		}
	PlaySE(SEshotb1);
	}
SetShotColor(255,255,255);
} // Normal

//=========================================================================================================

if(GetCommonData("Difficulty")==3){
let size=10;
	if(time==60){
	let color=GetArgument[0];
	let angle1=rand(0,360);
	let shot1=0;
	let accel=0.003;
	let angle2=0;
		loop(size){
			loop(size){
			CreateShotA(shot1,GetX,GetY,0);
			SetShotDataA(shot1,0,0,angle1+angle2,0,accel,10,12+color);
			FireShot(shot1);
			angle1+=360/size;
			}
		angle2+=360/(size*size);
		accel+=0.0025;
		}
		loop(size){
			loop(size){
			CreateShotA(shot1,GetX,GetY,0);
			SetShotDataA(shot1,0,0,angle1+angle2,0,accel,10,12+color);
			FireShot(shot1);
			angle1+=360/size;
			}
		angle2+=360/(size*size);
		accel-=0.0025;
		}
	PlaySE(SEshotb1);
	}
SetShotColor(255,255,255);
} // Hard

//=========================================================================================================

if(GetCommonData("Difficulty")==4){
let size=12;
	if(time==60){
	let color=GetArgument[0];
	let angle1=rand(0,360);
	let shot1=0;
	let accel=0.003;
	let angle2=0;
		loop(size){
			loop(size){
			CreateShotA(shot1,GetX,GetY,0);
			SetShotDataA(shot1,0,0,angle1+angle2,0,accel,10,12+color);
			FireShot(shot1);
			angle1+=360/size;
			shotcolor++;
			}
		angle2+=360/(size*size);
		accel+=0.003;
		}
		loop(size){
			loop(size){
			CreateShotA(shot1,GetX,GetY,0);
			SetShotDataA(shot1,0,0,angle1+angle2,0,accel,10,12+color);
			FireShot(shot1);
			angle1+=360/size;
			}
		angle2+=360/(size*size);
		accel-=0.003;
		}
	PlaySE(SEshotb1);
	}
SetShotColor(255,255,255);
} // Lunatic
} // Onscreen

if(scale<0.75){ scale+=0.01; }
if(time>=180){ SetAngle(270); 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(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);
	if(GetArgument[1]==1){
	loop(2){ CreateEnemyFromFile("script\Functions\itempoint.txt",GetX+rand(-40,40),GetY+rand(-40,40),0,0,0); }
	loop(3){ CreateEnemyFromFile("script\Functions\itempower.txt",GetX+rand(-40,40),GetY+rand(-40,40),0,0,0); }
	CreateEnemyFromFile("script\Functions\itemscore.txt",GetX+rand(-40,40),GetY+rand(-40,40),0,0,0);
	}
	if(GetArgument[1]==2){
	CreateEnemyFromFile("script\Functions\itembomb.txt",GetX,GetY,0,0,0);
	}
DeleteEnemyShotInCircle(SHOT,GetX,GetY,40);
#include_function "script/Functions/PlayerTypeBonus.txt";
}
}

}