void Update()
    {
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            Application.Quit();
        }

        if (Input.GetKeyDown(KeyCode.M))
        {
            mute = !mute;
            mm.MuteMusic(mute);
        }

        if (warp)
        {
            warpCoolDown -= Time.deltaTime;
            if (warpCoolDown <= 0)
            {
                warp = false;
                ParticleSystem ps   = GameObject.Find("Particle System").GetComponent <ParticleSystem>();
                var            main = ps.main;
                main.gravityModifier = 0f;
                warpCoolDown         = warpCoolDownReset;
                Debug.Log("Starting Coroutine again!");
                os.StartCoroutine(os.SpawnObstacles());
            }
        }

        if (enteredTimePocket)
        {
            enteredTimePocket  = false;
            objectSpawnCounter = 0;
            powerDecayCounter  = 0;
            powerSpeedCounter  = 0;
            coolDown           = coolDownReset;
        }


        if (speed < maxSpeed && !warp)
        {
            coolDown -= Time.deltaTime;
            if (coolDown <= 0)
            {
                powerDecayCounter++;
                objectSpawnCounter++;
                powerSpeedCounter++;

                speed += .3f;

                //Debug.Log("Increasing the SPEED to "+speed);

                if (powerSpeedCounter == 4)
                {
                    powerSpeedCounter = 0;
                    powerSpeed       += .2f;
                }

                if (powerDecayCounter == 8)
                {
                    powerDecayCounter = 0;
                    powerDecay       += 1;
                    powerBar.ChangePowerDecay(powerDecay);
                }

                if (objectSpawnCounter == 4)
                {
                    objectSpawnCounter = 0;
                    objectSpawn       -= .1f;
                }
                coolDown = coolDownReset;
            }
        }

        if (gameOver)
        {
            gameOver = false;
            StartCoroutine(SwitchToGameOver());
        }
    }