public void update() {
		// update of the player. No, why so serious ?
		this.player.update(this);
		// test
		this.updateTime();
		
		// update of the monsters
		// But, with a lot of monster, there will be too much operations ? oO
		// So, let's check only for nearest only
		for (int i=0; i<this.level.getMobs().length;i++) {
			if (this.player.distanceTo(this.level.getMobs()[i]) < MainPanel.GAME_WIDTH)
				this.level.getMobs()[i].update(this);
		}

		
		// we update position if the player is too far from the center
		if (this.player.getPosX()+this.posX <= MainPanel.GAME_WIDTH/3)
			this.posX += Player.RUNSPEED;
		else if (this.player.getPosX()+this.posX >= MainPanel.GAME_WIDTH*2/3.0)
			this.posX -= Player.RUNSPEED;
		
		// idem with the Y-axis
		if (this.player.getPosY()+this.posY <= MainPanel.GAME_HEIGHT/3)
			this.posY += Player.GRAVITY;
		else if (this.player.getPosY()+this.player.getHeight()+this.posY >= MainPanel.GAME_HEIGHT*2/3.0)
			this.posY -= Player.GRAVITY;
	}