protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            switch (gameStatus)
            {
            case GameStatus.BootMenu:
                //Quickly setting Mouse button visibility after startup/restart
                while (this.IsMouseVisible == false)
                {
                    this.IsMouseVisible = true;
                }
                //Button to start the game (Copy Players list to ActivePlayers, changing Game Status from BootMenu to PlayerSelect)
                #region StartBtn
                if (Mouse.GetState().LeftButton == ButtonState.Pressed
                    & Mouse.GetState().X >= (graphics.GraphicsDevice.Viewport.Width - StartBtn.Width) / 2
                    & Mouse.GetState().X <= (graphics.GraphicsDevice.Viewport.Width + StartBtn.Width) / 2)
                {
                    if (Mouse.GetState().Y >= (graphics.GraphicsDevice.Viewport.Height - StartBtn.Height) / 5 * 3
                        & Mouse.GetState().Y <= (graphics.GraphicsDevice.Viewport.Height + StartBtn.Height) / 5 * 3)
                    {
                        ActivePlayers.AddRange(Players); gameStatus = GameStatus.PlayerSelect;
                    }

                    if (Mouse.GetState().Y >= (graphics.GraphicsDevice.Viewport.Height - StartBtn.Height) / 5 * 4
                        & Mouse.GetState().Y <= (graphics.GraphicsDevice.Viewport.Height + StartBtn.Height) / 5 * 4)
                    {
                        //Controls
                    }
                }
                #endregion
                break;

            case GameStatus.PlayerSelect:
                // Selecting the desired amount of players (Remove unnecessary players with RemoveRange() and setting Game Status to GamePlay)
                #region SelectBtns
                if (Mouse.GetState().LeftButton == ButtonState.Pressed
                    & Mouse.GetState().X >= (graphics.GraphicsDevice.Viewport.Width - StartBtn.Width) / 2
                    & Mouse.GetState().X <= (graphics.GraphicsDevice.Viewport.Width + StartBtn.Width) / 2)
                {
                    if (Mouse.GetState().Y >= (graphics.GraphicsDevice.Viewport.Height - StartBtn.Height) / 4
                        & Mouse.GetState().Y <= (graphics.GraphicsDevice.Viewport.Height + StartBtn.Height) / 4)
                    {
                        ActivePlayers.RemoveRange(2, 2);
                        gameStatus = GameStatus.GamePlay;
                    }
                    else if (Mouse.GetState().Y >= (graphics.GraphicsDevice.Viewport.Height - StartBtn.Height) / 2
                             & Mouse.GetState().Y <= (graphics.GraphicsDevice.Viewport.Height + StartBtn.Height) / 2)
                    {
                        ActivePlayers.RemoveRange(3, 1);
                        gameStatus = GameStatus.GamePlay;
                    }
                    else if (Mouse.GetState().Y >= (graphics.GraphicsDevice.Viewport.Height - StartBtn.Height) / 4 * 3
                             & Mouse.GetState().Y <= (graphics.GraphicsDevice.Viewport.Height + StartBtn.Height) / 4 * 3)
                    {
                        gameStatus = GameStatus.GamePlay;
                    }
                }
                #endregion
                break;

            case GameStatus.GamePlay:
                #region GamePlay
                if (wantedPlayer != null)
                {
                    // If A wanted player is set in the callPlayer() method, the LoseLives() function is started for this player.
                    LoseLives(wantedPlayer);
                    wantedPlayer = null;
                }
                this.IsMouseVisible = false;
                for (int i = 0; i < Balls.Count; i++)
                {
                    for (int j = 0; j < ActivePlayers.Count; j++)
                    {
                        Balls[i].CheckCollisionPlayer(ActivePlayers[j]);
                    }
                }
                foreach (Player p in Players)
                {
                    p.Move(gameTime);
                }
                foreach (Ball b in Balls)
                {
                    b.Move(gameTime);
                }
                PowerUps.Update(gameTime);
                PowerUps.CheckBallCollision(Balls);

                #endregion
                break;

            case GameStatus.GameOver:
                //Reset button for resetting the game to the Boot Menu and resetting all player lives to 3
                #region GameOver
                while (this.IsMouseVisible == false)
                {
                    this.IsMouseVisible = true;
                }
                if (Mouse.GetState().LeftButton == ButtonState.Pressed
                    & Mouse.GetState().X >= (graphics.GraphicsDevice.Viewport.Width - StartBtn.Width) / 2
                    & Mouse.GetState().X <= (graphics.GraphicsDevice.Viewport.Width + StartBtn.Width) / 2
                    & Mouse.GetState().Y >= (graphics.GraphicsDevice.Viewport.Height - StartBtn.Height) / 2
                    & Mouse.GetState().Y <= (graphics.GraphicsDevice.Viewport.Height + StartBtn.Height) / 2)
                {
                    ActivePlayers.AddRange(Players);
                    for (int i = ActivePlayers.Count; i-- > 0;)
                    {
                        ActivePlayers[i].lives = 3;
                    }
                    gameStatus = GameStatus.BootMenu;
                }
                break;
                #endregion
            }
            base.Update(gameTime);
        }