update the physics engine and create new waves concode_field_sep NewWaveDetector wavePoint concode_elem_sep float spawnPoint concode_elem_sep boolean newWave concode_elem_sep boolean permadeath concode_elem_sep Body skyBody concode_elem_sep float scale concode_elem_sep boolean gameOver concode_elem_sep float BOUNDARY_WIDTH concode_elem_sep ArrayList<GameObject> wave concode_elem_sep int score concode_elem_sep float playerHeight concode_elem_sep float gravity concode_elem_sep float playerWidth concode_elem_sep GameObjectMaker objectMaker concode_elem_sep World physicsWorld concode_elem_sep Body groundBody concode_elem_sep Player player concode_field_sep void setContactListener concode_elem_sep Player getPlayer concode_elem_sep World getWorld concode_elem_sep void removeObjects concode_elem_sep Body getGroundBody concode_elem_sep void createWave concode_elem_sep ArrayList<GameObject> getWave concode_elem_sep void addBoundaries concode_elem_sep float getBoundaryWidth concode_elem_sep void setSpawnPoint concode_elem_sep boolean isGameOver concode_elem_sep void checkTime concode_elem_sep Body getSkyBody concode_elem_sep void setGameOver concode_elem_sep void dispose concode_elem_sep float getSpawnPoint concode_elem_sep int getScore
void function ( float arg0 ) { checkTime ( ) ; physicsWorld . step ( arg0 , 8 , 3 ) ; if ( newWave ) { createWave ( ) ; newWave = false ; } removeObjects ( ) ; }