the method to restart . this is specifically called when the level needs to be restarted . concode_field_sep boolean paused concode_elem_sep Timer mainTimer concode_elem_sep int restart concode_elem_sep Screen screen concode_elem_sep int right concode_elem_sep int pause concode_elem_sep boolean endLevel concode_elem_sep int notMoveTime concode_elem_sep int MARGIN_OF_ERROR concode_elem_sep int left concode_elem_sep int up concode_elem_sep Runner runner concode_elem_sep Player player concode_field_sep void startMainTimer concode_elem_sep void setKeyBindingLeft concode_elem_sep void setKeyBindingRestart concode_elem_sep void keyPressed concode_elem_sep int getKeyBindingUp concode_elem_sep int[] getBindings concode_elem_sep void checkEndObjectCollisions concode_elem_sep int getKeyBindingRight concode_elem_sep void stopMainTimer concode_elem_sep void keyTyped concode_elem_sep void pause concode_elem_sep void setKeyBindingPause concode_elem_sep void checkOtherCollisions concode_elem_sep void actionPerformed concode_elem_sep int getKeyBindingPause concode_elem_sep void checkStationaryPlatformCollisions concode_elem_sep void setKeyBindingRight concode_elem_sep int getKeyBindingLeft concode_elem_sep void setKeyBindingUp concode_elem_sep void keyReleased concode_elem_sep void setScreen concode_elem_sep void checkMapBoundaryCollisions concode_elem_sep int getKeyBindingRestart
void function ( ) { screen . restart ( ) ; runner . updatePlayer ( ) ; player = screen . getPlayer ( ) ; }