task StatusHighScoreDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		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, -125, -23);
		ObjEffect_SetVertexXY(obj, 1,125,  -23);
		ObjEffect_SetVertexXY(obj, 2,125, 23);
		ObjEffect_SetVertexXY(obj, 3,  -125,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  11,  5);
		ObjEffect_SetVertexUV(obj, 1,  261, 5);
		ObjEffect_SetVertexUV(obj, 2, 261, 51);
		ObjEffect_SetVertexUV(obj, 3, 11, 51);

		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 StatusScoreDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		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, -65, -23);
		ObjEffect_SetVertexXY(obj, 1,65,  -23);
		ObjEffect_SetVertexXY(obj, 2,65, 23);
		ObjEffect_SetVertexXY(obj, 3,  -65,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  132,  5);
		ObjEffect_SetVertexUV(obj, 1,  261, 5);
		ObjEffect_SetVertexUV(obj, 2, 261, 51);
		ObjEffect_SetVertexUV(obj, 3, 132, 51);

		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 StatusMagicCounterDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		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, -170, -23);
		ObjEffect_SetVertexXY(obj, 1,170,  -23);
		ObjEffect_SetVertexXY(obj, 2,170, 23);
		ObjEffect_SetVertexXY(obj, 3,  -170,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  75,  170);
		ObjEffect_SetVertexUV(obj, 1,  415, 170);
		ObjEffect_SetVertexUV(obj, 2, 415, 216);
		ObjEffect_SetVertexUV(obj, 3, 75, 216);

		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 StatusPlayerDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		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, -71, -23);
		ObjEffect_SetVertexXY(obj, 1,71,  -23);
		ObjEffect_SetVertexXY(obj, 2,71, 23);
		ObjEffect_SetVertexXY(obj, 3,  -71,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  11,  61);
		ObjEffect_SetVertexUV(obj, 1,  154, 61);
		ObjEffect_SetVertexUV(obj, 2, 154, 107);
		ObjEffect_SetVertexUV(obj, 3, 11, 107);

		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 StatusBombDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		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, -65, -18);
		ObjEffect_SetVertexXY(obj, 1,65,  -18);
		ObjEffect_SetVertexXY(obj, 2,65, 18);
		ObjEffect_SetVertexXY(obj, 3,  -65,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  175,  64);
		ObjEffect_SetVertexUV(obj, 1,  306, 64);
		ObjEffect_SetVertexUV(obj, 2, 306, 100);
		ObjEffect_SetVertexUV(obj, 3, 175, 100);

		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 StatusFragmentDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		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, -189, -23);
		ObjEffect_SetVertexXY(obj, 1,189,  -23);
		ObjEffect_SetVertexXY(obj, 2,189, 23);
		ObjEffect_SetVertexXY(obj, 3,  -189,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  16,  223);
		ObjEffect_SetVertexUV(obj, 1,  394, 223);
		ObjEffect_SetVertexUV(obj, 2, 394, 269);
		ObjEffect_SetVertexUV(obj, 3, 16, 269);

		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);
}