private void step(){
        for(int i = 0; i < sprites.size(); i++){
            sprites.get(i).stepFoward();
            for(int j = i + 1; j < sprites.size(); j++){
                if( sprites.get(j) instanceof Predator 
                        ||  sprites.get(j) instanceof AirShot){
                    //Insure that a Predator or Shot will always determine a 
                    //collision. Shots achieve highest priority since they are
                    //always last
                    sprites.get(j).detectOther(sprites.get(i));
                }else 
                    sprites.get(i).detectOther(sprites.get(j));
            }
            if(sprites.get(i).isRemovable() && i != PLAYER )sprites.remove(i);
        }
        if(sprites.get(PLAYER).isRemovable() || Predator.areAllFull())endGame();
        if(gameEnding != Status.PLAYING)levelEnding();
        view.repaint();
    }