public void update(float delta) {
    /* GUI */
    updateUserInterface();

    for (UpdateSubscriberSystem updater : _componentSystemManager.iterateUpdateSubscribers()) {
      PerformanceMonitor.startActivity(updater.getClass().getSimpleName());
      updater.update(delta);
    }

    if (_worldRenderer != null && shouldUpdateWorld()) _worldRenderer.update(delta);

    if (!screenHasFocus()) _localPlayerSys.updateInput();

    if (screenHasFocus() || !shouldUpdateWorld()) {
      if (Mouse.isGrabbed()) {
        Mouse.setGrabbed(false);
        Mouse.setCursorPosition(Display.getWidth() / 2, Display.getHeight() / 2);
      }
    } else {
      if (!Mouse.isGrabbed()) Mouse.setGrabbed(true);
    }

    // TODO: This seems a little off - plus is more of a UI than single player game state concern.
    // Move somewhere
    // more appropriate?
    boolean dead = true;
    for (EntityRef entity : _entityManager.iteratorEntities(LocalPlayerComponent.class)) {
      dead = entity.getComponent(LocalPlayerComponent.class).isDead;
    }
    if (dead) {
      _statusScreen.setVisible(true);
      _statusScreen.updateStatus("Sorry! Seems like you have died. :-(");
    } else {
      _statusScreen.setVisible(false);
    }
  }