                 curBar = bars[i];
                 curMugs = barMugs[i];
                 curPatrons = barPatrons[i];
+
+                //check for collisions between mugs and patrons
+                FlxU.collide(curMugs, curPatrons);
 
                 //see if we can add a patron at this time.
                 if (patronTime && curPatrons.countLiving() < maxPatrons)

                mug.velocity.x = -1*mugSpeed; //send it to the left
                mug.velocity.y = 0;
            }
            //move the player up or down a bar.
            else if (FlxG.keys.justPressed("UP") && !isFilling && !isSwitching)
            {
                isSwitching=true;
                player.facing = FlxSprite.RIGHT;
                barNum--;
                if (barNum < 0)
                    barNum = bars.length - 1;
                player.play("switching");
            }
            else if (FlxG.keys.justPressed("DOWN")  && !isFilling && !isSwitching)
            {
                isSwitching=true;
                player.facing = FlxSprite.RIGHT;
                barNum++;
                if (barNum >= bars.length)
                    barNum = 0;
                player.play("switching");
            }
            //move player left or right along bar
            else if (FlxG.keys.LEFT && player.x > curBar.left && !isFilling)
            {
                player.facing = FlxSprite.RIGHT;
                player.x -= playerStep;
                if (!isSwitching)
                    player.play("running");
            }
            else if (FlxG.keys.RIGHT && player.x < curBase.x && !isFilling)
            {
                player.facing = FlxSprite.LEFT;
                player.x += playerStep;
                if (!isSwitching)
                    player.play("running");
            }

            //stop the running.
            if (!FlxG.keys.LEFT && !FlxG.keys.RIGHT && !isFilling && !isSwitching && (FlxG.keys.justReleased("LEFT") || FlxG.keys.justReleased("RIGHT")))
            {
                player.facing = FlxSprite.RIGHT;
                player.frame = 0;
                player.finished=true;
            }

            //IMPORTANT.
            super.update();
                
            //check overlap of player and empty mugs
            FlxU.overlap(player, curMugs, playerMugged);


            //create bar background
            add(new FlxSprite(0, 0, BarSprite));

            //FlxG.mouse.hide();

            //set life count
            lifeCounter = new FlxText(400, 5, 200, lives.toString());
