* @param mousePosition current mouse position.
     */
    public void UpdateGame(long gameTime, Point mousePosition)
    {
        // Move the rocket
        playerRocket.Update();
        
        if ( random.nextInt(95) == 40 ) 
            listeDeMousse.add(new Mechant());
        
        
        // verifions que le joueur n'a pas tape le mechant
        for ( int i =0 ; i < listeDeMousse.size();i++)
        {
          if(colision(playerRocket.x,playerRocket.y, playerRocket.rocketImgWidth, playerRocket.rocketImgHeight, listeDeMousse.get(i).x, listeDeMousse.get(i).y, listeDeMousse.get(i).rocketImgWidth, listeDeMousse.get(i).rocketImgHeight))
            {
                playerRocket.crashed = true;  
             }
          // on en profite pour faire glisser la mousse
          
          listeDeMousse.get(i).Update();
          if (listeDeMousse.get(i).x + listeDeMousse.get(i).rocketImgWidth< 0)
              listeDeMousse.remove(i);
        }
        
        
        // Checks where the player rocket is. Is it still in the space or is it landed or crashed?
        // First we check bottom y coordinate of the rocket if is it near the landing area.
        if(playerRocket.y + playerRocket.rocketImgHeight - 10 > landingArea.y)
        {
            
            
            // Here we check if the rocket is over landing area.
            if((playerRocket.x > landingArea.x) && (playerRocket.x < landingArea.x + landingArea.landingAreaImgWidth - playerRocket.rocketImgWidth))
            {
                // Here we check if the rocket speed isn't too high.
                if(playerRocket.speedY <= playerRocket.topLandingSpeed)
                    playerRocket.landed = true;
                //else
                    //playerRocket.crashed = true;
            }
            //else
               // playerRocket.crashed = true;
                
            if ( playerRocket.crashed) Framework.gameState = Framework.GameState.GAMEOVER;
        }
        
    }