public override void Notify()
        {
            // we need to revert lvl1 or lvl2 to original forms
            // because we lost and will need to re-load content

            //ship was hit take a life and subtract from score

            PlayerMan.P1TakeLife();
            PlayerMan.SetP1Score(-250);

            float P1lives = PlayerMan.GetP1Lives();

            SpaceInvaders pGame = GameMan.GetGame();

            //check if they have more lives
            if (P1lives == 0)
            {
                // last life i was stil able to shoot
                Ship pShip = ShipMan.GetShip();

                pShip.SetShootState(ShipMan.ShootState.End);
                pShip.SetMoveState(ShipMan.MoveState.NoMove);

                GameState pState = pGame.GetCurrentState();

                if (pState.GetStateName() == GameMan.State.InGame)
                {
                    InGameState pLvl1 = (InGameState)pState;
                    pLvl1.SetStateToggle(false);

                    TimerMan.Add(TimeEvent.Name.GameStateChange, new GameStateChange(false), 5.0f);
                }

                else if (pState.GetStateName() == GameMan.State.LVL2)
                {
                    InGameStateLV2 pLvl2 = (InGameStateLV2)pState;
                    pLvl2.SetStateToggle(false);

                    TimerMan.Add(TimeEvent.Name.GameStateChange, new GameStateChange(false), 5.0f);
                }
            }

            else
            {
                //do nothing
            }
        }
        public override void Update()
        {
            SpaceInvaders pGame = GameMan.GetGame();

            pGame.sndEngine.Update();

            InputManager.Update();

            Simulation.Update(pGame.GetTime());

            if (Simulation.GetTimeStep() > 0.0f)
            {
                //start timer
                TimerMan.Update(Simulation.GetTotalTime());

                //Update all the game objects(nodes)
                GONodeMan.Update();

                //check for collisions
                ColPairMan.Process();

                //process observers
                DelayedObjectMan.Process();
            }


            //---------------------------------------------------------------------------------------------------------
            // Font Practice
            //---------------------------------------------------------------------------------------------------------

            Font pScoreMessage = FontMan.Find(Font.Name.P1Points);

            Debug.Assert(pScoreMessage != null);
            pScoreMessage.UpdateMessage("" + (PlayerMan.GetP1Score()));

            Font pHiScore = FontMan.Find(Font.Name.HiPoints);

            Debug.Assert(pHiScore != null);
            pHiScore.UpdateMessage("" + PlayerMan.GetHiScore());

            Font pP1LivesLeft = FontMan.Find(Font.Name.LivesP1);

            Debug.Assert(pP1LivesLeft != null);
            pP1LivesLeft.UpdateMessage("P1 Lives: " + (PlayerMan.GetP1Lives()));
        }
        public override void Execute()
        {
            //GameObject pShipRoot = GONodeMan.Find(GameObject.Name.ShipRoot);

            GameObject pShipObject = (GameObject)this.pShip;

            this.pShip.Remove();

            //pShipRoot.Remove(this.pShip);


            float repairs = PlayerMan.GetP1Lives();

            if (repairs != 0)
            {
                TimerMan.Add(TimeEvent.Name.FixShip, new FixShip(), 1.0f);
            }
        }