     // Some game switches.
     private var fallChecking:Boolean;
     
+    // Internal helpers.
+    private var gameStatePollInterval:FlxTimer;
+    
     // Flixel Methods
     // --------------
     override public function create():void

      // Tilemaps can be collided just like any other FlxObject, and flixel
      // automatically collides each individual tile with the object.
      FlxG.collide(player, platform);
      var pPos:FlxPoint = new FlxPoint(player.x, player.y);
      wrapToStage(player);
      var pos:FlxPoint = new FlxPoint(player.x, player.y);
      if (FlxU.getDistance(pos, pPos) > 0)
      {
        player.nextAction = Player.STOP;
      }
    }
    private function updateCamera(playerJustFell:Boolean):void

        );
      }
    }
    private function updateGameState(doChecks:Boolean=false):void
    {
      if (doChecks)
      {
        // Check if player is on top of last platform, periodically.
        // Play the end screen for a while, on click, switch to start screen.
        if (player.isTouching(FlxObject.FLOOR) && platform.isAtEndingPoint(player))
        {
          if (player.controlled)
          {
            player.controlled = false;
            var title:Text, instructions:Text;
            title = new Text(0, Text.BASELINE * 2, FlxG.width, 
              "The End", Text.H1);
            instructions = new Text(0, Text.BASELINE * 4, FlxG.width, 
              "Click to play again");
            instructions.size = 16;
            // Stay on the screen.
            instructions.scrollFactor = title.scrollFactor = new FlxPoint();
            add(title);
            add(instructions);
          }
          else if (!player.controlled && FlxG.mouse.justPressed())
          {
            MorningStroll.endGame();
          }
        }
      }
      if (FlxG.keys.justPressed('Q'))
      {
        MorningStroll.endGame();
      }
