text: 
  var Prop = function(context){
  	this.x = 0;
  	this.y = 0;
  	this.duration = 600;
  	this.type = 0;
  	this.hit = false;
  	this.width = 30;
  	this.height = 28;
  	this.ctx = context;
  	this.isDestroyed = false;
  	this.size = 28;
  	
  	this.init = function(){
  		this.ctx.clearRect(this.x,this.y,this.width,this.height);
  		this.duration = 600;
  		this.type = parseInt(Math.random() * 6);
  		this.x = parseInt(Math.random() * 384)+map.offsetX;
  		this.y = parseInt(Math.random() * 384)+map.offsetY;
  		this.isDestroyed = false;
  	};
  	
  	this.draw = function(){
  		if(this.duration > 0 && !this.isDestroyed){
  			this.ctx.drawImage(RESOURCE_IMAGE,POS["prop"][0]+this.type*this.width,POS["prop"][1],this.width,this.height,this.x,this.y,this.width,this.height);
  			this.duration -- ;
  			this.isHit();
  		}else{
  			this.ctx.clearRect(this.x,this.y,this.width,this.height);
  			this.isDestroyed = true;
  		}
  	};
  	
  	this.isHit = function(){
  		var player = null;
  		if(player1.lives > 0 && CheckIntersect(this,player1,0)){
  			this.hit = true;
  			player = player1;
  		}else if(player2.lives > 0 && CheckIntersect(this,player2,0)){
  			this.hit = true;
  			player = player2;
  		}
  		if(this.hit){
  			PROP_AUDIO.play();
  			this.isDestroyed = true;
  			this.ctx.clearRect(this.x,this.y,this.width,this.height);
  			switch(this.type){
  			case 0:
  				player.lives ++;
  				break;
  			case 1:
  				emenyStopTime = 500;
  				break;
  			case 2:
  				var mapChangeIndex = [[23,11],[23,12],[23,13],[23,14],[24,11],[24,14],[25,11],[25,14]];
  				map.updateMap(mapChangeIndex,GRID);
  				homeProtectedTime = 500;
  				break;
  			case 3:
  				if(enemyArray != null || enemyArray.length > 0){
  					for(var i=0;i<enemyArray.length;i++){
  						var enemyObj = enemyArray[i];
  						enemyObj.distroy();
  					}
  				}
  				break;
  			case 4:
  				break;
  			case 5:
  				player.isProtected = true;
  				player.protectedTime = 500;
  				break;
  				
  			}
  		}
  		
  		
  	};
  	
  	
  	
  };