public void update(){
	final STATE state = this.now_state;
	switch(state){
	    
	case STATE_GAME:
	    //System.out.println(map.get_now_state() == Map.STATE.STATE_STOP);
	    if(map.get_now_state() == Map.STATE.STATE_STOP){

		this.now_state = STATE.STATE_NOW_LOADING;
	    }
	    else if(map.get_now_state() == Map.STATE.STATE_GAME_OVER){

		this.now_state = STATE.STATE_GAME_OVER;
	    }
	    else if(map.get_now_state() == Map.STATE.STATE_GAME_CLEAR){

		this.now_state = STATE.STATE_GAME_CLEAR;
	    }	    
	    
	    else{
		map.update();
		event_manager.update();
	    }
	    break;

	case STATE_NOW_LOADING:
	    Load(this.player.get_now_stage());//ロードする
	    map.set_now_state(Map.STATE.STATE_COMPLETE_LOADING);//ロード完了をMapクラスに伝える
	    break;

	case STATE_GAME_CLEAR://ゲームクリア
	    SaveEvent sa = new SaveEvent(null);
	    sa.save(this.player);
	    System.out.println("GameClear");
	    staff_roll.start();
	    this.now_state = STATE.STATE_STAFF_ROLL;
	    break;

	case STATE_STAFF_ROLL://スタッフロール
	    staff_roll.update();
	    if(!staff_roll.get_active()) this.now_state = STATE.STATE_GAME_OVER;
	    break;
	    
	case STATE_GAME_OVER://ゲームオーバー
	    bootup = true;
	    this.player.load();
	    Load(this.player.get_now_stage());//復帰する
	    // player.status.HP = player.status.MAX_HP;
	    // player.status.MP = player.status.MAX_MP;
	    map.set_now_state(Map.STATE.STATE_COMPLETE_LOADING);//ロード完了をMapクラスに伝える
	    bootup = false;
	    break;
	    
	}
    }