void GameLayer::checkIsCollide() {
	Enemy *enemy;
	Bullet *bullet;
	CCObject *it;
	CCObject *jt;
	CCArray* toRemoveEnemy = new CCArray();
	CCArray* toRemoveEnemyBullet = new CCArray();
	CCArray* toRemovePlayerBullet = new CCArray();
	int exploveCount = 0;
	CCARRAY_FOREACH(GV::getInstance()->enemies, it) {
		enemy = dynamic_cast<Enemy *>(it);
		CCARRAY_FOREACH(GV::getInstance()->player_bullets, jt) {
			bullet = dynamic_cast<Bullet *>(jt);
			if (bullet->collideRect().intersectsRect(enemy->collideRect())) {
				CCSprite *explode = CCSprite::create("hit.jpg");
				toRemoveExplove->addObject(explode);

				ccBlendFunc cbl = {GL_SRC_ALPHA, GL_ONE};
				explode->setBlendFunc(cbl);
				explode->setPosition(enemy->getPosition());
				explode->setRotation(CCRANDOM_0_1() * 360);
				explode->setScale(0.75 * SCALE_FACTOR);
				this->addChild(explode, 9999);
				explode->runAction(CCScaleBy::create(2, 2, 2));
				explode->runAction(CCFadeOut::create(2));
				//explode->runAction(CCSequence::create(CCFadeOut::create(2),
				//		CCCallFunc::create(this, callfunc_selector(GameLayer::removeExplove))));

				this->removeChild(bullet, true);
				this->removeChild(enemy, true);

				toRemovePlayerBullet->addObject(bullet);
				toRemoveEnemy->addObject(enemy);

				exploveCount++;
			}
			if (bullet->getPosition().y >= winSize.height || bullet->getPosition().y <= 0) {
				this->removeChild(bullet, true);
				toRemovePlayerBullet->addObject(bullet);
			}
		}