void MainLoop(int elapseT)
{
	//g_bullet.Y += 3;
	velY += 0.01f;
	if (GetAsyncKeyState(VK_SPACE) & 0x8000)
	{
		//g_bullet.Y -= 6;
		velY -= 0.05f;
	}
	g_bullet.Y += (int)(velY * elapseT);
	if (g_bullet.Y < 0)
	{
		velY = 0;
		g_bullet.Y = 0;
	}
	if (g_bullet.Y >= 550)
	{
		velY = 0;
		g_bullet.Y = 550;
	}

	
	g_X += (elapseT * 0.1f);
	//g_bullet.X = (int)g_X;
	g_bulletSrc = GetAnimationRect(elapseT);
	g_explosion = GetAnimationRect2(elapseT);


	g_block.X -= (int)(elapseT * 0.2f);
	if (g_block.X <= -200)
	{
		g_block.X = 1000;
		g_block.Y = rand()%600 + 100;
	}

	g_block2.X -= (int)(elapseT * 0.2f);
	if (g_block2.X <= -200)
	{
		g_block2.X = 1000;
		g_block2.Height = rand()%400 + 100;
	}

	g_isCollision = false;
	if (g_bullet.IntersectsWith(g_block))
		g_isCollision = true;
	if (g_bullet.IntersectsWith(g_block2))
		g_isCollision = true;	


	if (g_X > 1000)
		g_X = 0;

	++frame;
	frameT += elapseT;
	if (frameT > 1000)
	{
		std::wstringstream ss;
		ss << frame;
		frameStr = ss.str();
		frame = 0;
		frameT = 0;
	}

	::InvalidateRect(g_hWnd, NULL, FALSE);
}