public static void fastForward(boolean state) {
		if(state) {
			isFastForward = false;
			Frame.gameScreen.spawnTime = (Frame.gameScreen.spawnTime * 2);
			Frame.gameScreen.spawnFrame = (Frame.gameScreen.spawnFrame * 2);
			Frame.gameScreen.nextWaveWaitTime = (Frame.gameScreen.nextWaveWaitTime * 2);
			for(int y = 0; y < Room.block.length; y++) {
				for(int x = 0; x < Room.block[0].length; x++) {
					Room.block[y][x].fire = (Room.block[y][x].fire * 2);
				}
			}
			for(int i = 0; i < Screen.levelEnemyList.size(); i++) {
				for(int k = 0; k < Screen.levelEnemyList.get(i).length; k++) {
					Screen.levelEnemyList.get(i)[k].walkSpeed = (Screen.levelEnemyList.get(i)[k].walkSpeed * 2);
				}
			}
		}
		else {
			isFastForward = true;
			Frame.gameScreen.spawnTime = (Frame.gameScreen.spawnTime / 2);
			Frame.gameScreen.spawnFrame = (Frame.gameScreen.spawnFrame / 2);
			Frame.gameScreen.nextWaveWaitTime = (Frame.gameScreen.nextWaveWaitTime / 2);
			for(int y = 0; y < Room.block.length; y++) {
				for(int x = 0; x < Room.block[0].length; x++) {
					Room.block[y][x].fire = (Room.block[y][x].fire / 2);
				}
			}
			for(int i = 0; i < Screen.levelEnemyList.size(); i++) {
				for(int k = 0; k < Screen.levelEnemyList.get(i).length; k++) {
					Screen.levelEnemyList.get(i)[k].walkSpeed = (Screen.levelEnemyList.get(i)[k].walkSpeed / 2);
				}
			}
		}
	}