/*-----重力設定--------------------------*/
speed = 0; /* 動かないし！ */

with(objEnemyEdit){ if(Edit_Play) exit; }

/*-----キャラクタとの情報の取得---------------*/
playerDistance = point_distance(x,y,objPlayerDoll.x,objPlayerDoll.y);
playerDirection = point_direction(x,y,objPlayerDoll.x,objPlayerDoll.y);

/*-----モーション毎の処理--------------------*/
DAMAGE_ACTIVE = 0;
DepthSet(-30000);
move_contact_solid(90,96);
INV = 1;

if(objPlayerDoll.y>y && abs(objPlayerDoll.x-x)<30){
	if(isGameOver()) FluidWithScale(x,y,c_orange,1,0,1,180,180,0.8,0.5,-1);
}

if(!ChangeMotion){
	switch(MotionNum){
		case WAIT :
			if(objPlayerDoll.y>y && abs(objPlayerDoll.x-x)<300) MotionChange(EMIT,0,1+irandom(10));
			break;
		case EMIT :
			switch(KeyFrmNum){
				case 7 : 
					if(KEYFRAME){
						sound_play(sndVore03);
						if(!instance_exists(Bullet)){
							FluidWithScale(x,y,c_orange,5,0,5,180,180,0.4,0.5,-1);
							/* 弾の作成 */
							Bullet = createBullet(x,y+64);
							Bullet.vspeed		= 0;
							Bullet.hspeed		= 0;
							Bullet.Picture		= SPRITE_BULLET;
							Bullet.image_angle	= 270;
						}
					}
					break;
			}
			if(MOTIONEND) MotionChange(WAIT,0,1);
			break;
	}
}

/*-----飛び道具の処理--------------------*/
with(Bullet){
	gravity = 2;
	image_angle = 270;
	image_alpha = 0.4;
	col = checkBlock(x,y);
	if( col ){
		sound_play(sndLotion);
		sound_play(sndSteamShort);
		effect_create_above(ef_smokeup,x,y-5,1,c_white);
		FluidWithScale(x,y,c_orange,5,5,10,0,180,0.4,0.5,-1);
		destroyBullet();
	}
	col = checkPlayer(x,y);
	if( col && !isGameOver() ){
		with(col){
			if(!INV && !BINDED){
				DamageVoiceRandom_Low();
				sound_play(sndLotion);
				if(BINDED) addDamage(0, -1, -1, -1, -1, -1, -1);
				else{
					addDamage(10,DAMAGE_0, 0, 1, DOWN_1, 0, 2);
				}
				Quake(5,5);
				with(other){
					FluidWithScale(x,y,c_orange,5,5,10,0,180,0.4,0.5,-1);
					PartsDamage(objExtParts,		-40,0);
					sound_play(sndLotion);
					sound_play(sndSteamShort);
					effect_create_above(ef_smokeup,x,y-5,1,c_white);
					destroyBullet();
				}
			}
		}
	}
	if(Time > 150) destroyBullet();
}