public TitleScene()
 {
     title = new SpriteObject();
     title.pos = new Vector2(0,0);
     title.scale = Vector2.One;
     title.angle = 0.0f;
     title.alpha = 1.0f;
 }
        public HandPointer()
        {
            // Instance of the data
            this.handPointer = new SpriteObject();

            // Initializing the value
            this.pos = Vector2.Zero;
            this.offset = new Vector2(16, 16) * handPointer.scale;
        }
        //----------------------------------------------------------------------//
        // 関数名	SelectEffect												//
        //    Function name SelectEffect
        // 機能		そのスプライトオブジェクトが選ばれているときのエフェクト		//
        //    Effect when the sprite object is selected function
        // 引数		スプライトオブジェクト										//
        //    Argument Sprite object
        // 戻り値	なし															//
        //    No return value
        //----------------------------------------------------------------------//
        public void SelectEffect(ref SpriteObject sprite)
        {
            // And adding the counter
            this.counter += 0.1f;

            // I shake the sprite object
            sprite.angle = (float)Math.Sin(this.counter) * 0.3f;

            // I expand the sprite object
            //sprite.scale = new Vector2(2.4f, 2.4f);
            sprite.scale = new Vector2(1.4f, 1.4f);
        }
        //--------------------------------------//
        // 関数名	NonEffect					//
        //    Function name NonEffect
        // 機能		エフェクトをかけない			//
        //    Do not apply effect function
        // 引数		スプライトオブジェクト		//
        //    Argument Sprite object
        // 戻り値	なし							//
        //    No return value
        //--------------------------------------//
        public void NonEffect(ref SpriteObject sprite)
        {
            // The return on the basis of the angle
            sprite.angle = 0.0f;

            // I returned to the original scale
            //sprite.scale = new Vector2(2.0f, 2.0f);
            sprite.scale = new Vector2(1.0f, 1.0f);
        }
        public ResultMenu()
        {
            // screen size
            this.w = Game1.graphics.GraphicsDevice.Viewport.Width;
            this.h = Game1.graphics.GraphicsDevice.Viewport.Height;

            // complete game
            this.Victory = false;

            // background
            this.bg_alpha = 0.0f;
            this.dark_alpha = 0.0f;

            // animation
            this.animate_start = false;
            this.drawall = false;
            this.showtext = false;

            // score
            this.yourscore_posx = w * 0.25f;
            this.yourscore_scale = 1.0f;
            this.score_posx = w * 0.5f;
            this.score_posy = h * 0.5f;
            this.score_sizex = 70;
            this.score_sizey = 70;
            this.score_scale = 2.0f;

            // gameover text
            this.gameover_text_y = h * 0.5f;
            this.gameover_text_alpha = 0.5f;

            // victory text
            this.victory_text_y = h * 0.75f;
            this.victory_text_alpha = 0.5f;

            // Configured without a command that is selected
            this.currentCommand = new NoneCommand();

            // Initialization of the hand pointer
            this.handPointer = new HandPointer();

            // Instantiation of each command
            this.replay = new SpriteObject();
            this.exit	= new SpriteObject();

            // Adjustment of the position of each command
            //this.replay.pos = new Vector2(w * 0.5f, h * 0.32f);
            this.replay.pos = new Vector2(w * 0.5f, h * 0.75f);
            this.exit.pos = new Vector2(w * 0.5f, h * 0.625f);

            // Initialize the counter
            this.counter = 0.0f;
        }
 //----------------------------------------------------------//
 // 関数名	VanishCountDown									//
 //    Function name VanishCountDown
 // 機能		カウントダウンの文字がだんだんと消えていく			//
 //    Function of character countdown fades away gradually
 // 引数		カウントダウンのスプライトオブジェクト				//
 //    Sprite object of argument countdown
 // 戻り値	なし												//
 //    No return value
 //----------------------------------------------------------//
 private void VanishCountDown(SpriteObject num)
 {
     // Set the alpha
     num.alpha -= 1.0f / 60.0f;
     // Set the scale
     num.scale -= new Vector2(2.0f / 60.0f, 2.0f / 60.0f);
     // Set the angle
     num.angle += 0.1f;
 }
 //------------------------------------------//
 // 関数名	InitCountDown					//
 //    Function name InitCountDown
 // 機能		カウントダウン変数の初期化		//
 //    Initialization function countdown variable
 // 戻り値	なし								//
 //    No return value
 // 引数		なし								//
 //    No argument
 //------------------------------------------//
 private void InitCountDown()
 {
     // Initialization of the countdown for sprite
     for (int i = 0; i < countdownNum.Length; i++)
     {
         // Initialization
         countdownNum[i] = new SpriteObject();
         // Position is the middle of the screen
         countdownNum[i].pos = new Vector2(Game1.graphics.GraphicsDevice.Viewport.Width * 0.5f,
                                           Game1.graphics.GraphicsDevice.Viewport.Height * 0.5f);
         // Scale
         countdownNum[i].scale = Vector2.One * 3.0f;
     }
     // Initialization of the characters in the Go
     go = new SpriteObject();
     // The middle of the screen
     go.pos = new Vector2(Game1.graphics.GraphicsDevice.Viewport.Width * 0.5f,
                          Game1.graphics.GraphicsDevice.Viewport.Height * 0.5f);
     // スケール
     go.scale = Vector2.One * 3.0f;
 }