public void determineChunkStats() {
		int emptyNeighborIndex = Integer.MIN_VALUE;
		reset();
		for (int i = 0; i < map.length; i++) {
			boolean isRowEmpty = true;
			for (int j = 0; j < map[i].length; j++) {
				if (map[i][j] != 0) { //This row is not empty. In other words, there is no jump in this row
					isRowEmpty = false;
				}
				checkEnemy(i, j);
				checkCannons(i, j);
				checkTubes(i, j);
				checkHills(i, j);
				recordOtherStats(i, j); //coins, blocks, etc.
			}
			if (isRowEmpty && i - 1 != emptyNeighborIndex) { //A jump has been found
				emptyNeighborIndex = i;
				numJumps++;
				difficulty++;
				if (this.type != Type.JUMP && numJumps > getCurrentTypeCount()) {
					this.type = Type.JUMP;
				}
			}
			else if (isRowEmpty) //We need to keep track of this empty row
				emptyNeighborIndex = i;
		}
	}