void gameClassMoveFunction()
    {
        List <GameObject> gameClassList = spriteControlObjectScript.getListGameClass();

        //if (managerScript.Get_friendSprOn() == false) {

        //Debug.Log ("Workin'");
        ownLoseScript_Call.SpriteEnlarge();

        for (int i = 0; i < gameClassList.Count; i++)
        {
            Vector3 newPosition = gameClassList [i].transform.position;
            float   distance    = playerObject.transform.position.x + gameClassList [i].transform.position.x;

            if (distance > 0)
            {
                newPosition.x += moveAwayDistance;
            }
            else
            {
                newPosition.x -= moveAwayDistance;
            }


            //For the Lose Script, since they share a similar function
            //If the friend sprite is on, the player starts to lose.
            if (managerScript.Get_friendSprOn())
            {
                ownLoseScript_Call.LoseCountdownFunction();
            }

            gameClassList [i].transform.position = newPosition;
        }
        //}
    }
    //New score func that checks on the arrow type now
    public void IncreaseScore(ARROW_TYPE arrowEnum)
    {
        if (friendSprOn == false && nameOfLevel == LEVEL_2D_NAMES.STAGE_1)
        {
            Score++;
            //callSprScr.IdleInvoker ();
            callSprScr.IdleInvoker_Friend();
        }
        else if (friendSprOn == true && nameOfLevel == LEVEL_2D_NAMES.STAGE_1)
        {
            if (arrowEnum == ARROW_TYPE.FRIEND)
            {
                Score++;

                //Some lazy code for the arrow to disappear, Sorry Garrah.
                arrowObj.GetComponent <SpriteRenderer> ().color -= new Color(0, 0, 0, 0.2f);


                //Due to the fact that this implicitly implies it is stage one,
                //It calls the particle effect.
                callSprScr.ActivateParticleEffect();

                //Makes it so that the game over timer doesn't tick down.
                friendHit = true;
            }
            //The actual tick down timer.
            else if (arrowEnum == ARROW_TYPE.CLASS)
            {
                if (friendHit == false)
                {
                    loseScriptCall.LoseCountdownFunction();
                }
            }
            //callSprScr.IdleInvoker ();
            callSprScr.IdleInvoker_Friend();
        }

        arrowScr.disableArrow();

        if (nameOfLevel == LEVEL_2D_NAMES.STAGE_1)
        {
            arrowScrFrd.disableArrow();
        }

        if (nameOfLevel == LEVEL_2D_NAMES.STAGE_2)
        {
            Score++;
            callSprScr.IdleInvoker();
        }
    }