/// <summary>
        /// 地形との衝突など簡易な判定
        /// </summary>
        public static void CDatTerrain(Object myObject, Block targetObject)
        {
            targetObject.isHit = false;
            if (targetObject.position.X + targetObject.width < myObject.position.X) {
            } else if (myObject.position.X + myObject.width < targetObject.position.X) {
            } else if (targetObject.position.Y + targetObject.height < myObject.position.Y) {
            } else if (myObject.position.Y + myObject.height < targetObject.position.Y) {
            } else {   // 当たりあり
                targetObject.isHit = true;

                // 当たり判定処理
                // 下に移動中
                if (myObject.speed.Y > 0 && !targetObject.isUnder) {
                    if (targetObject.position.X + targetObject.width > myObject.position.X && targetObject.position.X < myObject.position.X + myObject.width) {
                        //座標を指定しないとBlockに接してジャンプしたときにギリギリで乗ってしまう
                        // ブロックの上端
                        if (targetObject.position.Y + targetObject.height - myObject.position.Y < targetObject.maxLength) {
                            myObject.speed.Y = 0;
                            targetObject.position.Y = myObject.position.Y - targetObject.height;  // 上に補正
                            myObject.jumpCount = 0;
                            //myObject.isJumping = false; // 着地したらJumpできるように
                            targetObject.ontop = true;
                        }
                    }
                }// 上に移動中
                else if (myObject.speed.Y < 0 && !targetObject.isOn) {
                    if (targetObject.position.X + targetObject.width > myObject.position.X && targetObject.position.X < myObject.position.X + myObject.width) {
                        // ブロックの下端
                        if (myObject.position.Y + myObject.height - targetObject.position.Y < targetObject.maxLength) {
                            myObject.speed.Y = 0;
                            targetObject.position.Y = myObject.position.Y + myObject.height;   // 下に補正
                        }
                    }
                }

                // 右に移動中
                //if (myObject.scalarSpeed/* + System.Math.Abs(speed.X)*/ > 0)
                if (myObject.speed.X /*- (game.isScrolled ? targetObject.scalarSpeed : 0)*/ > 0) {//(stage.game.isScrolled ? 0 : this.scalarSpeed))
                    if (targetObject.position.Y > myObject.position.Y - targetObject.height && targetObject.position.Y < myObject.position.Y + myObject.height) {
                        // ブロックの左端
                        if ((targetObject.position.X + targetObject.width) - myObject.position.X < targetObject.maxLength) {
                            targetObject.position.X = myObject.position.X - targetObject.width;  // 左に補正
                            targetObject.onleft = true;
                        }
                    }
                } // 左に移動中
                else { //if (myObject.scalarSpeed < 0)
                    if (targetObject.position.Y + targetObject.height > myObject.position.Y && targetObject.position.Y < myObject.position.Y + myObject.height) {
                        // ブロックの右端
                        if ((myObject.position.X + myObject.width) - targetObject.position.X < targetObject.maxLength) {
                            targetObject.position.X = myObject.position.X + myObject.width;   // 右に補正
                            targetObject.onright = true;
                        }
                    }
                }
            }
        }
 public static void Square(Block myObject, Object targetObject)
 {
 }
        public static void CalculateVectors4(Block myObject, Object targetObject)
        {
            // targetObjectの矩形の判定に使う点を求める
            defPositionVector[0] = targetObject.position;
            defPositionVector[1] = defPositionVector[0] + new Vector2(targetObject.width, 0);
            defPositionVector[2] = defPositionVector[0] + new Vector2(targetObject.width, targetObject.height);
            defPositionVector[3] = defPositionVector[0] + new Vector2(targetObject.width / 2, targetObject.height);
            defPositionVector[4] = defPositionVector[0] + new Vector2(0, targetObject.height);

            // 直角三角形の辺ベクトルを計算(時計回り)
            /*                    __________ [0]End
             *  [0]Start([3]End) |          |
             *                   |          |
             *                   |          |
             *                   |          |
             *                   |          |
             *           [2]End  |__________|[1]End
             */
            myObject.sideVectorStart[0] = myObject.position + new Vector2(0, myObject.height);            // 斜面下側
            myObject.sideVectorEnd[0] = myObject.position + new Vector2(myObject.width, 0);               // 斜面上側

            myObject.sideVectorStart[1] = myObject.sideVectorEnd[0];                                    // 右端上側
            myObject.sideVectorEnd[1] = myObject.position + new Vector2(myObject.width, myObject.height); // 右端下側

            myObject.sideVectorStart[2] = myObject.sideVectorEnd[1];                                    // 下端右側
            myObject.sideVectorEnd[2] = myObject.sideVectorStart[0];                                    // 下端左側

            // foreachは割り当てには使えない
            for (int i = 0; i < myObject.sideVector.Length; i++)
                myObject.sideVector[i] = myObject.sideVectorEnd[i] - myObject.sideVectorStart[i];
        }