public void resetField() {
        //reset variables
        enemyDeaths = 0;
        enemyDeathsToTurnOnAI = 0;
        bulletsFired = 0;

        //if you won move to the next level
        if (levelWon == true) {
            levelWon = false;
            level++;
        }

        //convert level and lives to a string so they can be displayed
        slevel = Integer.toString(level);
        slives = "Lives:" + Integer.toString(lives);

        //remove all the tanks
        tankremover = activeTanks.iterator();

        while (tankremover.hasNext()) {
            enemyTank theTank = (enemyTank) tankremover.next();

            theTank.dead = true;
            try {
                tankremover.remove();
            } catch (ConcurrentModificationException e) {
                theTank = null;
            }
        }

        //remove all the bullets
        bulletremover = activeBullets.iterator();

        while (bulletremover.hasNext()) {
            bullet theBullet = (bullet) bulletremover.next();

            theBullet.hitBullet = true;
            try {
                bulletremover.remove();
            } catch (ConcurrentModificationException e) {
                theBullet = null;
            }
        }

        //wall removers
        brickremover = activeBricks.iterator();

        while (brickremover.hasNext()) {
            brick theBrick = (brick) brickremover.next();
            try {
                brickremover.remove();
            } catch (ConcurrentModificationException e) {
                theBrick = null;
            }
        }

        //spawn opponents based on level
        switch (level) {
            case 1:
                tankX = 450;//my coridinates
                tankY = 450;
                activeTanks.add(new enemyTank(1150, 450, 1, false));//first enemy (coridinates, its number, weather it is smart)
                enemyNumb = 1;//number of ennemies
                //brickLayer(100, 200, 1525, 600);
                //brickLayer(800, 275, 800, 800);
                break;
            case 2:
                tankX = 450;
                tankY = 450;
                activeTanks.add(new enemyTank(1150, 275, 1, false));
                activeTanks.add(new enemyTank(1150, 625, 2, false));
                enemyNumb = 2;
                break;
            case 3:
                tankX = 800;
                tankY = 450;
                activeTanks.add(new enemyTank(450, 625, 1, false));
                activeTanks.add(new enemyTank(1150, 275, 2, false));
                enemyNumb = 2;
                break;
            case 4:
                tankX = 450;
                tankY = 450;
                activeTanks.add(new enemyTank(1150, 450, 1, true));
                enemyNumb = 1;
                break;
            case 5:
                tankX = 1150;
                tankY = 625;
                activeTanks.add(new enemyTank(450, 275, 1, false));
                activeTanks.add(new enemyTank(450, 625, 2, false));
                activeTanks.add(new enemyTank(800, 450, 3, false));
                activeTanks.add(new enemyTank(1150, 275, 4, false));
                enemyNumb = 4;
                break;
            case 6:
                tankX = 450;
                tankY = 450;
                activeTanks.add(new enemyTank(1150, 275, 1, true));
                activeTanks.add(new enemyTank(1150, 625, 2, true));
                enemyNumb = 2;
                break;
            case 7:
                tankX = 800;
                tankY = 450;
                activeTanks.add(new enemyTank(450, 275, 1, true));
                activeTanks.add(new enemyTank(450, 625, 2, false));
                activeTanks.add(new enemyTank(1150, 625, 3, true));
                activeTanks.add(new enemyTank(1150, 275, 4, false));
                enemyNumb = 4;
                break;
            case 8:
                tankX = 800;
                tankY = 450;
                activeTanks.add(new enemyTank(450, 275, 1, false));
                activeTanks.add(new enemyTank(450, 625, 2, false));
                activeTanks.add(new enemyTank(1150, 625, 3, false));
                activeTanks.add(new enemyTank(1150, 275, 4, false));
                activeTanks.add(new enemyTank(800, 725, 5, false));
                activeTanks.add(new enemyTank(800, 175, 6, false));
                enemyNumb = 6;
                enemyDeathsToTurnOnAI = 4;//after 4 have been killed all tanks become AI
                break;
            case 9:
                tankX = 800;
                tankY = 725;
                activeTanks.add(new enemyTank(200, 625, 1, false));
                activeTanks.add(new enemyTank(450, 175, 2, true));
                activeTanks.add(new enemyTank(1150, 175, 3, true));
                activeTanks.add(new enemyTank(1400, 625, 4, false));
                enemyNumb = 4;
                break;
            case 10:
                tankX = 450;
                tankY = 450;
                activeTanks.add(new enemyTank(1400, 175, 1, false));
                activeTanks.add(new enemyTank(1400, 275, 2, false));
                activeTanks.add(new enemyTank(1400, 450, 3, false));
                activeTanks.add(new enemyTank(1400, 625, 4, false));
                activeTanks.add(new enemyTank(1400, 725, 5, false));
                enemyDeathsToTurnOnAI = 3;
                enemyNumb = 5;
                break;
            case 11:
                tankX = 800;
                tankY = 450;
                activeTanks.add(new enemyTank(200, 175, 1, false));
                activeTanks.add(new enemyTank(200, 725, 2, false));
                activeTanks.add(new enemyTank(450, 450, 3, false));
                activeTanks.add(new enemyTank(1150, 450, 4, false));
                activeTanks.add(new enemyTank(1400, 725, 5, false));
                activeTanks.add(new enemyTank(1400, 125, 6, false));
                enemyDeathsToTurnOnAI = 4;
                enemyNumb = 6;
                break;
            case 12:
                tankX = 800;
                tankY = 450;
                activeTanks.add(new enemyTank(200, 450, 1, true));
                activeTanks.add(new enemyTank(800, 175, 2, true));
                activeTanks.add(new enemyTank(1400, 450, 3, true));
                activeTanks.add(new enemyTank(800, 725, 4, true));
                enemyNumb = 4;
                break;
            case 13:
                tankX = 800;
                tankY = 450;
                activeTanks.add(new enemyTank(200, 275, 1, false));
                activeTanks.add(new enemyTank(200, 625, 2, false));
                activeTanks.add(new enemyTank(450, 450, 3, true));
                activeTanks.add(new enemyTank(1150, 450, 4, true));
                activeTanks.add(new enemyTank(1400, 275, 5, false));
                activeTanks.add(new enemyTank(1400, 625, 6, false));
                enemyNumb = 6;
                break;
            case 14:
                tankX = 800;
                tankY = 450;
                activeTanks.add(new enemyTank(200, 275, 1, false));
                activeTanks.add(new enemyTank(200, 625, 2, false));
                activeTanks.add(new enemyTank(200, 450, 3, false));
                activeTanks.add(new enemyTank(1400, 450, 4, true));
                activeTanks.add(new enemyTank(1400, 275, 5, false));
                activeTanks.add(new enemyTank(1400, 625, 6, false));
                enemyDeathsToTurnOnAI = 4;
                enemyNumb = 6;
                break;
            case 15:
                tankX = 200;
                tankY = 175;
                activeTanks.add(new enemyTank(200, 625, 1, false));
                activeTanks.add(new enemyTank(800, 175, 2, false));
                activeTanks.add(new enemyTank(800, 450, 3, true));
                enemyNumb = 3;
                //reset god mode
                godMODEDispalyed = false;
                godModeBulletSpeed = bulletSpeed;
                godModeCounter = 0;
                break;
            default://keep playing this level
                tankX = 800;
                tankY = 450;
                activeTanks.add(new enemyTank(1400, 175, 1, false));
                activeTanks.add(new enemyTank(1400, 275, 2, false));
                activeTanks.add(new enemyTank(1400, 450, 3, false));
                activeTanks.add(new enemyTank(1400, 625, 4, false));
                activeTanks.add(new enemyTank(1400, 725, 5, false));
                activeTanks.add(new enemyTank(200, 175, 6, false));
                activeTanks.add(new enemyTank(200, 275, 7, false));
                activeTanks.add(new enemyTank(200, 450, 8, false));
                activeTanks.add(new enemyTank(200, 625, 9, false));
                activeTanks.add(new enemyTank(200, 725, 10, false));
                enemyNumb = 10;
                godModeBulletSpeed += .5;//speed increase each round
                godModeCounter++;
                recoverTime *= .9;//recover time of bullets
                triggerSpeed *= .9;
                tankSpeed += 0.2;
                enemyDeathsToTurnOnAI = enemyNumb - godModeCounter;//number of AI increase each round
                break;
        }

        //if level greater than or equal to 16 you are in god mode
        if (level >= 16) {
            godMODE = true;
        } else {
            //if big mode is false (in the small mode) eveything is /2
            godMODE = false;
            godModeBulletSpeed = 5;
            bulletSpeed = 5;
            recoverTime = 600000000;
            triggerSpeed = 300000000;
        }
    }