'Updates info based on what state the game is in'

def handle_level_state(self, level_info):

    if (self.state == c.MAIN_MENU):
        self.score = level_info[c.SCORE]
        self.update_score_images(self.score_images, self.score)
        self.update_score_images(self.main_menu_labels[3], self.top_score)
        self.update_coin_total(level_info)
        self.flashing_coin.update(level_info[c.CURRENT_TIME])
    elif (self.state == c.LOAD_SCREEN):
        self.score = level_info[c.SCORE]
        self.update_score_images(self.score_images, self.score)
        self.update_coin_total(level_info)
    elif (self.state == c.LEVEL):
        self.score = level_info[c.SCORE]
        self.update_score_images(self.score_images, self.score)
        if ((level_info[c.LEVEL_STATE] != c.FROZEN) and (self.mario.state != c.WALKING_TO_CASTLE) and (self.mario.state != c.END_OF_LEVEL_FALL) and (not self.mario.dead)):
            self.update_count_down_clock(level_info)
        self.update_coin_total(level_info)
        self.flashing_coin.update(level_info[c.CURRENT_TIME])
    elif (self.state == c.TIME_OUT):
        self.score = level_info[c.SCORE]
        self.update_score_images(self.score_images, self.score)
        self.update_coin_total(level_info)
    elif (self.state == c.GAME_OVER):
        self.score = level_info[c.SCORE]
        self.update_score_images(self.score_images, self.score)
        self.update_coin_total(level_info)
    elif (self.state == c.FAST_COUNT_DOWN):
        level_info[c.SCORE] += 50
        self.score = level_info[c.SCORE]
        self.update_count_down_clock(level_info)
        self.update_score_images(self.score_images, self.score)
        self.update_coin_total(level_info)
        self.flashing_coin.update(level_info[c.CURRENT_TIME])
        if (self.time == 0):
            self.state = c.END_OF_LEVEL
    elif (self.state == c.END_OF_LEVEL):
        self.flashing_coin.update(level_info[c.CURRENT_TIME])
