task StatusModerateDisplay(x,y,Alpha,R,G,B)//Moderateを表示
{
		let scx=1.0;
		let scy=1.0;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -55, -10);
		ObjEffect_SetVertexXY(obj, 1, 55,  -10);
		ObjEffect_SetVertexXY(obj, 2, 55, 10);
		ObjEffect_SetVertexXY(obj, 3,  -55,  10);
		
		ObjEffect_SetVertexUV(obj, 0,  3,  82);
		ObjEffect_SetVertexUV(obj, 1,  113, 82);
		ObjEffect_SetVertexUV(obj, 2, 113,  101);
		ObjEffect_SetVertexUV(obj, 3, 3, 101);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task StatusModerateDisplayLong(x,y,Alpha,R,G,B)//Moderateを表示
{
		let scx=1.0;
		let scy=1.0;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -55, -10);
		ObjEffect_SetVertexXY(obj, 1, 55,  -10);
		ObjEffect_SetVertexXY(obj, 2, 55, 10);
		ObjEffect_SetVertexXY(obj, 3,  -55,  10);
		
		ObjEffect_SetVertexUV(obj, 0,  3,  82);
		ObjEffect_SetVertexUV(obj, 1,  113, 82);
		ObjEffect_SetVertexUV(obj, 2, 113,  101);
		ObjEffect_SetVertexUV(obj, 3, 3, 101);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		wait(600);
		Obj_Delete(obj);
}

task StatusExtreamDisplay(x,y,Alpha,R,G,B)//Extreamを表示
{
		let scx=1.0;
		let scy=1.0;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -48, -10);
		ObjEffect_SetVertexXY(obj, 1, 48,  -10);
		ObjEffect_SetVertexXY(obj, 2, 48, 10);
		ObjEffect_SetVertexXY(obj, 3,  -48,  10);
		
		ObjEffect_SetVertexUV(obj, 0,  117,  82);
		ObjEffect_SetVertexUV(obj, 1,  212, 82);
		ObjEffect_SetVertexUV(obj, 2, 212,  101);
		ObjEffect_SetVertexUV(obj, 3, 117, 101);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task StatusExtreamDisplayLong(x,y,Alpha,R,G,B)//Extreamを表示
{
		let scx=1.0;
		let scy=1.0;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -48, -10);
		ObjEffect_SetVertexXY(obj, 1, 48,  -10);
		ObjEffect_SetVertexXY(obj, 2, 48, 10);
		ObjEffect_SetVertexXY(obj, 3,  -48,  10);
		
		ObjEffect_SetVertexUV(obj, 0,  117,  82);
		ObjEffect_SetVertexUV(obj, 1,  212, 82);
		ObjEffect_SetVertexUV(obj, 2, 212,  101);
		ObjEffect_SetVertexUV(obj, 3, 117, 101);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		wait(600);
		Obj_Delete(obj);
}

task StatusApocalypseDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=1.0;
		let scy=1.0;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -68, -12);
		ObjEffect_SetVertexXY(obj, 1, 68,  -12);
		ObjEffect_SetVertexXY(obj, 2,68, 12);
		ObjEffect_SetVertexXY(obj, 3,  -68,  12);
		
		ObjEffect_SetVertexUV(obj, 0,  3,  104);
		ObjEffect_SetVertexUV(obj, 1,  138, 104);
		ObjEffect_SetVertexUV(obj, 2, 138,  127);
		ObjEffect_SetVertexUV(obj, 3, 3, 127);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task StatusApocalypseDisplayLong(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=1.0;
		let scy=1.0;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -68, -12);
		ObjEffect_SetVertexXY(obj, 1, 68,  -12);
		ObjEffect_SetVertexXY(obj, 2,68, 12);
		ObjEffect_SetVertexXY(obj, 3,  -68,  12);
		
		ObjEffect_SetVertexUV(obj, 0,  3,  104);
		ObjEffect_SetVertexUV(obj, 1,  138, 104);
		ObjEffect_SetVertexUV(obj, 2, 138,  127);
		ObjEffect_SetVertexUV(obj, 3, 3, 127);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		wait(600);
		Obj_Delete(obj);
}

task StatusArrangeDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=1.0;
		let scy=1.0;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -52, -12);
		ObjEffect_SetVertexXY(obj, 1, 52,  -12);
		ObjEffect_SetVertexXY(obj, 2,52, 12);
		ObjEffect_SetVertexXY(obj, 3,  -52,  12);
		
		ObjEffect_SetVertexUV(obj, 0,  144,  104);
		ObjEffect_SetVertexUV(obj, 1,  248, 104);
		ObjEffect_SetVertexUV(obj, 2, 248,  127);
		ObjEffect_SetVertexUV(obj, 3, 144, 127);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);

}

task StatusHighScoreDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.9;
		let scy=1.0;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -64, -12);
		ObjEffect_SetVertexXY(obj, 1,64,  -12);
		ObjEffect_SetVertexXY(obj, 2,64, 12);
		ObjEffect_SetVertexXY(obj, 3,  -64,  12);
		
		ObjEffect_SetVertexUV(obj, 0,  3,  2);
		ObjEffect_SetVertexUV(obj, 1,  130, 2);
		ObjEffect_SetVertexUV(obj, 2, 130, 26);
		ObjEffect_SetVertexUV(obj, 3, 3, 26);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		wait(600);
		Obj_Delete(obj);
}

task StatusScoreDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.9;
		let scy=1.0;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -32, -12);
		ObjEffect_SetVertexXY(obj, 1,32,  -12);
		ObjEffect_SetVertexXY(obj, 2,32, 12);
		ObjEffect_SetVertexXY(obj, 3,  -32,  12);
		
		ObjEffect_SetVertexUV(obj, 0,  65,  2);
		ObjEffect_SetVertexUV(obj, 1,  130, 2);
		ObjEffect_SetVertexUV(obj, 2, 130, 26);
		ObjEffect_SetVertexUV(obj, 3, 65, 26);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		wait(600);
		Obj_Delete(obj);
}

task StatusPlayerDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=1.0;
		let scy=1.0;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -36, -12);
		ObjEffect_SetVertexXY(obj, 1,36,  -12);
		ObjEffect_SetVertexXY(obj, 2,36, 12);
		ObjEffect_SetVertexXY(obj, 3,  -36,  12);
		
		ObjEffect_SetVertexUV(obj, 0,  3,  30);
		ObjEffect_SetVertexUV(obj, 1,  76, 30);
		ObjEffect_SetVertexUV(obj, 2, 76, 54);
		ObjEffect_SetVertexUV(obj, 3, 3, 54);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		wait(600);
		Obj_Delete(obj);
}

task StatusBombDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=1.0;
		let scy=1.0;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -34, -10);
		ObjEffect_SetVertexXY(obj, 1,34,  -10);
		ObjEffect_SetVertexXY(obj, 2,34, 10);
		ObjEffect_SetVertexXY(obj, 3,  -34,  10);
		
		ObjEffect_SetVertexUV(obj, 0,  85,  30);
		ObjEffect_SetVertexUV(obj, 1,  152, 30);
		ObjEffect_SetVertexUV(obj, 2, 152, 50);
		ObjEffect_SetVertexUV(obj, 3, 85, 50);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		wait(600);
		Obj_Delete(obj);
}

task QuestionDisplay(x,y,Alpha)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -16);
		ObjEffect_SetVertexXY(obj, 1,220,  -16);
		ObjEffect_SetVertexXY(obj, 2,220, 16);
		ObjEffect_SetVertexXY(obj, 3,  -0,  16);
		
		ObjEffect_SetVertexUV(obj, 0,  398,  108);
		ObjEffect_SetVertexUV(obj, 1,  617, 108);
		ObjEffect_SetVertexUV(obj, 2, 617, 141);
		ObjEffect_SetVertexUV(obj, 3, 398, 141);

		ObjEffect_SetVertexColor(obj,0,Alpha,255,255,255);
		ObjEffect_SetVertexColor(obj,1,Alpha,255,255,255);
		ObjEffect_SetVertexColor(obj,2,Alpha,255,255,255);
		ObjEffect_SetVertexColor(obj,3,Alpha,255,255,255);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task StatusEDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.9;
		let scy=1.0;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -7, -12);
		ObjEffect_SetVertexXY(obj, 1,7,  -12);
		ObjEffect_SetVertexXY(obj, 2,7, 12);
		ObjEffect_SetVertexXY(obj, 3,  -7,  12);
		
		ObjEffect_SetVertexUV(obj, 0,  117,  2);
		ObjEffect_SetVertexUV(obj, 1,  130, 2);
		ObjEffect_SetVertexUV(obj, 2, 130, 26);
		ObjEffect_SetVertexUV(obj, 3, 117, 26);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ClearDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, csd~"img\Clear.png");
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
		ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -175, -23);
		ObjEffect_SetVertexXY(obj, 1,175,  -23);
		ObjEffect_SetVertexXY(obj, 2,175, 23);
		ObjEffect_SetVertexXY(obj, 3,  -175,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  5,  3);
		ObjEffect_SetVertexUV(obj, 1,  354, 3);
		ObjEffect_SetVertexUV(obj, 2, 354, 49);
		ObjEffect_SetVertexUV(obj, 3, 5, 49);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task TrueClearDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, csd~"img\Clear.png");
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
		ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -200, -23);
		ObjEffect_SetVertexXY(obj, 1,200,  -23);
		ObjEffect_SetVertexXY(obj, 2,200, 23);
		ObjEffect_SetVertexXY(obj, 3,  -200,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  5,  3);
		ObjEffect_SetVertexUV(obj, 1,  405, 3);
		ObjEffect_SetVertexUV(obj, 2, 405, 49);
		ObjEffect_SetVertexUV(obj, 3, 5, 49);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}


task ClearBonusDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, csd~"img\Clear.png");
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
		ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -218, -23);
		ObjEffect_SetVertexXY(obj, 1,218,  -23);
		ObjEffect_SetVertexXY(obj, 2,218, 23);
		ObjEffect_SetVertexXY(obj, 3,  -218,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  5,  60);
		ObjEffect_SetVertexUV(obj, 1,  440, 60);
		ObjEffect_SetVertexUV(obj, 2, 440, 106);
		ObjEffect_SetVertexUV(obj, 3, 5, 106);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}


task ClearBonusDisPlayScoreNumber(let x,let y,let number,Alpha)
{
let digit=trunc(log10(number))+1;
digit-=4;
let num=[];
ascent(let k in 0..11)
{
num = num ~ [k];
}
	num[0]=trunc(number);
	num[1]=trunc(number%10);
	num[2]=trunc(number%100/10);
	num[3]=trunc(number%1000/100);
	num[4]=trunc(number%10000/1000);
	num[5]=trunc(number%100000/10000);
	num[6]=trunc(number%1000000/100000);
	num[7]=trunc(number%10000000/1000000);
	num[8]=trunc(number%100000000/10000000);
	num[9]=trunc(number%1000000000/100000000);
	num[10]=trunc(number%10000000000/1000000000);

	ascent(i in 1..10)
	{
	if(num[0]>=10^(i-1))
	{
		ClearBonusDisplayNumLetter(x-(i-1)*22+11*digit,y,num[i],Alpha,255,255,255);
	}
	}
	ascent(i in -2..1)
	{
	ClearBonusDisplayNumLetter(x-(i-1)*22+11*digit,y,0,Alpha,255,255,255);
	}


}

task ClearBonusDisplayNumLetter(x,y,num,Alpha,R,G,B)//Apocalypseを表示
{

		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
		ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -12, -19);
		ObjEffect_SetVertexXY(obj, 1,12,  -19);
		ObjEffect_SetVertexXY(obj, 2,12, 19);
		ObjEffect_SetVertexXY(obj, 3,  -12,  19);
		
		ObjEffect_SetVertexUV(obj, 0,  635+31*num,  61);
		ObjEffect_SetVertexUV(obj, 1,  661+31*num, 61);
		ObjEffect_SetVertexUV(obj, 2, 661+31*num, 98);
		ObjEffect_SetVertexUV(obj, 3, 635+31*num, 98);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}
