text: /**
  * name 
  */
          function GameOverOne(type) {
              this.reset(type);
          }
          var _proto = GameOverOne.prototype;
          _proto.reset = function(type){
              overOneLayer = new Laya.Sprite();
              backLayer.addChild(overOneLayer);
              this.layer = new GameOverOneUI();
              overOneLayer.addChild(this.layer);
              this.hundredsNum = Math.floor(score.score / 100);
              this.decadeNum = Math.floor((score.score - (this.hundredsNum*100)) / 10);
              this.unitNum = score.score - (this.hundredsNum*100+this.decadeNum *10);
              this.layer.Score_oo._childs[0].index = this.hundredsNum;
              this.layer.Score_oo._childs[1].index = this.decadeNum;
              this.layer.Score_oo._childs[2].index = this.unitNum;
              this.layer.golds._childs[0].index = this.hundredsNum;
              this.layer.golds._childs[1].index = this.decadeNum;
              this.layer.golds._childs[2].index = this.unitNum;
              if(type == "die"){
                  this.layer.los.visible = true;
              }
              if(type == "win"){
                  this.layer.win_.visible = true;
              };
              if(score.score >= 10){
                  this.layer.star_1.visible = true;
              };
              if(score.score >= 20){
                  this.layer.star_2.visible = true;
              };
              if(score.score >= 30){
                  this.layer.star_3.visible = true;
              }
              this.layer.again.on(Laya.Event.MOUSE_DOWN,this,this.Again);
              this.layer.goBack.on(Laya.Event.MOUSE_DOWN,this,this.GoBack)
          }
  
          _proto.Again = function(){
              overOneLayer.removeSelf();
              Gameing = new Game("onemachine");
          }
  
          _proto.GoBack = function(){
              overOneLayer.removeSelf();
              Game_start = new GameStart();
          }