Update() public method

public Update ( ) : void
return void
Beispiel #1
0
        protected override void Update(GameTime gameTime)
        {
            gameObjects.TouchInput = new TouchInput();
            GetTouchInput();

            playerPaddle.Update(gameTime, gameObjects);
            computerPaddle.Update(gameTime, gameObjects);
            ball.Update(gameTime, gameObjects);
            score.Update(gameTime, gameObjects);
            //ballOrigin = new Vector2(ballRectangle.Width / 2, ballRectangle.Height / 2); // used for ball spinning
            base.Update(gameTime);
        }
Beispiel #2
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            playerPaddle.Update(gameTime, gameObjects);
            opponentPaddle.Update(gameTime, gameObjects);
            ball.Update(gameTime, gameObjects);
            score.Update(gameTime, gameObjects);

            base.Update(gameTime);
        }
Beispiel #3
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            switch (currentGameState)
            {
            case GameState.Menu:

                break;

            case GameState.Game:
                ball.Update(gameTime);
                CheckCollision();
                player1.Update(gameTime);
                player2.Update(gameTime);
                KeyboardState newState = Keyboard.GetState();
                if (newState.IsKeyDown(Keys.W))
                {
                    player1.Up(bounds);
                }
                if (newState.IsKeyDown(Keys.S))
                {
                    player1.Down(bounds);
                }

                if (newState.IsKeyDown(Keys.Up))
                {
                    player2.Up(bounds);
                }
                if (newState.IsKeyDown(Keys.Down))
                {
                    player2.Down(bounds);
                }
                break;


            case GameState.Paused:
                break;
            }

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here
            //animatedSprite.Update();

            base.Update(gameTime);
        }
Beispiel #4
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            InputManager.UpdateCurrentStates();
            // TODO: Add your update logic here
            paddleOne.Update(gameTime);
            paddleTwo.Update(gameTime);
            ball.Update(gameTime);
            collisionManager.Update(gameTime);

            InputManager.UpdatePreviousStates();
            base.Update(gameTime);
        }
Beispiel #5
0
        public void Update(float delta)
        {
            if (Keyboard.IsKeyDown(KeyCode.Space))
            {
                _ball.CanMove = true;
            }

            _leftPaddle.Update(delta);
            _rightPaddle.Update(delta);
            _ball.Update(delta);

            if (_ball.CollidesWithPaddle(_leftPaddle))
            {
                _ball.BounceFromPaddle(_leftPaddle);
                Assets.PaddleHit.Play();
            }
            else if (_ball.CollidesWithPaddle(_rightPaddle))
            {
                _ball.BounceFromPaddle(_rightPaddle);
                Assets.PaddleHit.Play();
            }
            else if (_ball.CollidesWithBoardSide())
            {
                _ball.BounceFromSide();
                Assets.WallHit.Play();
            }

            if (_ball.CollidesWithEndOfPlayfield(out var left))
            {
                if (left)
                {
                    RightScore++;
                }
                else
                {
                    LeftScore++;
                }

                _ball.Center();
                Assets.OutsidePlayfield.Play();

                _ball.CanMove = false;
            }
        }
Beispiel #6
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            inputState.Update();

            // Exit game
            if (inputState.CurrentGamePadState.Buttons.Back == ButtonState.Pressed || inputState.CurrentKeyboardState.IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // Update GameObjects
            paddleOne.Update(gameTime, inputState, GraphicsDevice);
            paddleTwo.Update(gameTime, inputState, GraphicsDevice);
            ball.Update(gameTime);

            // Check collisions
            if (ball.BoundingBox.Intersects(paddleOne.BoundingBox) || ball.BoundingBox.Intersects(paddleTwo.BoundingBox))
            {
                ball.Bounce(true);
            }

            if (ball.BoundingBox.Intersects(topWall) || ball.BoundingBox.Intersects(bottomWall))
            {
                ball.Bounce(false);
            }

            // Winning conditions
            if (ball.BoundingBox.Intersects(leftWall))
            {
                paddleTwo.Score++;
                ball.Reset(GraphicsDevice);
            }

            if (ball.BoundingBox.Intersects(rightWall))
            {
                paddleOne.Score++;
                ball.Reset(GraphicsDevice);
            }

            base.Update(gameTime);
        }
Beispiel #7
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            KeyboardState key = Keyboard.GetState();

            // update the left paddle
            if (key.IsKeyDown(Keys.W))
            {
                padLeftVel = -1;
            }
            else if (key.IsKeyDown(Keys.S))
            {
                padLeftVel = 1;
            }
            else
            {
                padLeftVel = 0;
            }
            padLeft.Update(gameTime, padLeftVel);

            // update the right paddle
            if (key.IsKeyDown(Keys.Up))
            {
                padRightVel = -1;
            }
            else if (key.IsKeyDown(Keys.Down))
            {
                padRightVel = 1;
            }
            else
            {
                padRightVel = 0;
            }
            padRight.Update(gameTime, padRightVel);

            // manages collision (strokes)
            if (ball.CollisionRectangle.Intersects(padLeft.CollisionRectangle) ||
                ball.CollisionRectangle.Intersects(padRight.CollisionRectangle))
            {
                ball.Stroke();
                ball.PlaySound();
                ball.Accelerate();
            }

            else
            {
                if (ball.LeftDrop)
                {
                    scoreRight++;
                    Spawn(false);
                }
                else if (ball.RightDrop)
                {
                    scoreLeft++;
                    Spawn(true);
                }
            }

            // update ball
            ball.Update(gameTime);

            base.Update(gameTime);
        }
Beispiel #8
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }

            // TODO: Add your update logic here
            //mouse resets score when clicked
            mouseStateCurrent = Mouse.GetState();

            if (mouseStateCurrent.LeftButton == ButtonState.Pressed && mouseStatePrev.LeftButton == ButtonState.Released)
            {
                leftCount = rightCount = 0;
            }
            mouseStatePrev = mouseStateCurrent;


            left.Update(gameTime);
            right.Update(gameTime);
            mBall.Update(gameTime);

            // new logic
            if (mBall.center.X - mBall.Source.Width <= left.center.X && mBall.center.X - mBall.Source.Width >= left.center.X - CUSHION) // range "in" the paddle where the paddle can return the ball
            {
                float dist = mBall.center.Y - left.center.Y + mBall.Radius();
                if (Math.Abs(dist) <= left.Source.Height / 2)
                {
                    mBall.mSpeed.Y     = (float)Math.Pow(Math.Abs(dist), 1.5);
                    mBall.mDirection.X = 1;
                    if (dist > 0)
                    {
                        mBall.mDirection.Y = 1;
                    }
                    else
                    {
                        mBall.mDirection.Y = -1;
                    }
                    mBall.mSpeed.X += X_SCALE / (Math.Abs(dist) + .5f); // the .5f is there so we don't divide by 0
                }
            }
            if (mBall.center.X + mBall.Source.Width >= right.center.X && mBall.center.X + mBall.Source.Width <= right.center.X + CUSHION)
            {
                float dist = mBall.center.Y - right.center.Y + mBall.Radius();
                if (Math.Abs(dist) <= right.Source.Height / 2)
                {
                    mBall.mSpeed.Y     = (float)Math.Pow(Math.Abs(dist), 1.5);
                    mBall.mDirection.X = -1;
                    if (dist > 0)
                    {
                        mBall.mDirection.Y = 1;
                    }
                    else
                    {
                        mBall.mDirection.Y = -1;
                    }
                    mBall.mSpeed.X += X_SCALE / (Math.Abs(dist) + .5f);
                }
            }

            if (mBall.Position.Y > GraphicsDevice.Viewport.Height - mBall.Source.Height || mBall.Position.Y < 0)        //top and bottom
            {
                mBall.mDirection.Y *= -1;
            }

            if (mBall.mSpeed.X >= mBall.MaxSpeed())
            {
                mBall.mSpeed.X = mBall.MaxSpeed();
            }
            if (mBall.mSpeed.Y >= mBall.MaxSpeed())
            {
                mBall.mSpeed.Y = mBall.MaxSpeed();
            }
            if (mBall.Position.X < 0)
            {
                leftCount++;        //score
                mBall.Position.X = GraphicsDevice.Viewport.Width / 2 - mBall.Source.Width / 2;
                mBall.Position.Y = GraphicsDevice.Viewport.Height / 2 - mBall.Source.Height / 2;
                mBall.mSpeed     = Vector2.Zero;
                mBall.mDirection = Vector2.Zero;
                left.speedReset();
                right.speedReset();
            }
            if (mBall.Position.X + mBall.Source.Width > GraphicsDevice.Viewport.Width)
            {
                rightCount++;       //score
                mBall.Position.X = GraphicsDevice.Viewport.Width / 2 - mBall.Source.Width / 2;
                mBall.Position.Y = GraphicsDevice.Viewport.Height / 2 - mBall.Source.Height / 2;
                mBall.mSpeed     = Vector2.Zero;
                mBall.mDirection = Vector2.Zero;
                left.speedReset();
                right.speedReset();
            }
            //disallow paddles from going off screen
            if (left.Position.Y + left.Source.Height > GraphicsDevice.Viewport.Height)
            {
                left.Position.Y = GraphicsDevice.Viewport.Height - left.Source.Height;
            }
            if (left.Position.Y < 0)
            {
                left.Position.Y = 0;
            }
            if (right.Position.Y + right.Source.Height > GraphicsDevice.Viewport.Height)
            {
                right.Position.Y = GraphicsDevice.Viewport.Height - right.Source.Height;
            }
            if (right.Position.Y < 0)
            {
                right.Position.Y = 0;
            }

            //tickCounter++;  //interval to increase paddle speed
            //if (tickCounter == 100)
            //{
            //    left.speedUp();
            //    right.speedUp();
            //    tickCounter = 0;
            //}

            base.Update(gameTime);
        }
Beispiel #9
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            //if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            //    this.Exit();

            // TODO: Add your update logic here
            myKeyboard.Update();
            Random random = new Random();

            x = random.Next(0, 255);
            y = random.Next(0, 255);
            z = random.Next(0, 255);

            if (change == 1)
            {
                a = random.Next(0, 200);
                b = random.Next(0, 200);
                c = random.Next(0, 200);
            }

            if (gameState == GameState.Menu)
            {
                fromMenu = true;
                player1  = new Paddle(vPaddle, Paddle.Player.Player1);
                player2  = new Paddle(vPaddle2, Paddle.Player.Player2);
                ball     = new Ball();
                //check if enter present to set to play game
                if (myKeyboard.IsNewKeyPress(Keys.Enter))
                {
                    gameState = GameState.Play;
                }
                else if (myKeyboard.IsNewKeyPress(Keys.I))
                {
                    gameState = GameState.Instructions;
                }
                //menu to settings
                else if (myKeyboard.IsNewKeyPress(Keys.S))
                {
                    gameState = GameState.Settings;
                }
                else if (myKeyboard.IsNewKeyPress(Keys.Escape))
                {
                    gameState = GameState.Exit;
                }
                //initalize the ball and the player paddles
            }
            if (gameState == GameState.Instructions)
            {
                //instructions to main menu
                if (myKeyboard.IsKeyPress(Keys.M))
                {
                    gameState = GameState.Menu;
                }
            }
            //setting buttons
            if (gameState == GameState.Settings)
            {
                //settings to main menu
                if (myKeyboard.IsNewKeyPress(Keys.M))
                {
                    gameState = GameState.Menu;
                }
                if (myKeyboard.IsNewKeyPress(Keys.E))
                {
                    difficulty = Difficulty.Easy;
                }
                if (myKeyboard.IsNewKeyPress(Keys.H))
                {
                    difficulty = Difficulty.Hard;
                }
                if (myKeyboard.IsNewKeyPress(Keys.G))
                {
                    theme = Theme.Green;
                }
                if (myKeyboard.IsNewKeyPress(Keys.B))
                {
                    theme = Theme.Black;
                }
                if (myKeyboard.IsNewKeyPress(Keys.P))
                {
                    theme = Theme.Pink;
                }
                if (myKeyboard.IsNewKeyPress(Keys.R))
                {
                    theme = Theme.Rave;
                }
                if (myKeyboard.IsNewKeyPress(Keys.C))
                {
                    theme = Theme.Changing;
                }
            }
            //in game buttons
            if (gameState == GameState.Play)
            {
                fromMenu = false;
                //pause game
                if (myKeyboard.IsNewKeyPress(Keys.P))
                {
                    gameState = GameState.Pause;
                }

                //exit game
                if (myKeyboard.IsNewKeyPress(Keys.Escape))
                {
                    gameState = GameState.Exit;
                }
            }

            //pause buttons
            if (gameState == GameState.Pause)
            {
                //pause to resume
                if (myKeyboard.IsNewKeyPress(Keys.Enter))
                {
                    gameState = GameState.Play;
                }

                //pause to escape
                if (myKeyboard.IsNewKeyPress(Keys.Escape))
                {
                    gameState = GameState.Exit;
                }

                //pause to main menu
                if (myKeyboard.IsNewKeyPress(Keys.M))
                {
                    gameState = GameState.Menu;
                }
                if (myKeyboard.IsNewKeyPress(Keys.R))
                {
                    gameState    = GameState.Play;
                    ball.points1 = 0;
                    ball.points2 = 0;
                    player1      = new Paddle(vPaddle, Paddle.Player.Player1);
                    player2      = new Paddle(vPaddle2, Paddle.Player.Player2);
                    ball.Reset();
                }
            }

            //exit buttons
            if (gameState == GameState.Exit)
            {
                //exit
                if (myKeyboard.IsNewKeyPress(Keys.Y))
                {
                    Exit();
                }

                //resume
                if (myKeyboard.IsNewKeyPress(Keys.N))
                {
                    if (fromMenu == false)
                    {
                        gameState = GameState.Play;
                    }
                    else
                    {
                        gameState = GameState.Menu;
                    }
                }
            }

            if (gameState == GameState.Play)
            {
                ball.Update();
                player1.Update(myKeyboard);
                player2.Update(myKeyboard);
            }



            if (ball.Boundary.Intersects(player1.Boundary))
            {
                if (ball.speed < 12)
                {
                    ball.velocity.X *= -1.1f;
                    ball.speed       = (float)ball.velocity.Length();
                    paddle.Play();
                }
                else
                {
                    ball.velocity.X *= -1;
                    paddle.Play();
                }
            }
            //
            if (ball.Boundary.Intersects(player2.Boundary))
            {
                //paddle
                if (ball.speed < 12)
                {
                    ball.velocity.X *= -1.1f;
                    ball.speed       = (float)ball.velocity.Length();
                    paddle.Play();
                }
                else
                {
                    ball.velocity.X *= -1;
                    paddle.Play();
                }
            }


            if (ball.points1 == 10 || ball.points2 == 10)
            {
                gameState = GameState.GameOver;
            }

            if (gameState == GameState.GameOver)
            {
                if (myKeyboard.IsNewKeyPress(Keys.R))
                {
                    gameState    = GameState.Play;
                    ball.points1 = 0;
                    ball.points2 = 0;
                    player1      = new Paddle(vPaddle, Paddle.Player.Player1);
                    player2      = new Paddle(vPaddle2, Paddle.Player.Player2);
                }
                if (myKeyboard.IsNewKeyPress(Keys.M))
                {
                    gameState = GameState.Menu;
                }
                if (myKeyboard.IsNewKeyPress(Keys.Escape))
                {
                    Exit();
                }
            }

            base.Update(gameTime);
        }
Beispiel #10
0
        protected override void Update(GameTime gameTime)
        {
            if (input.GamePadState.Buttons.Back == ButtonState.Pressed || input.KeyboardState.IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // start management
            if (input.KeyboardState.IsKeyDown(Keys.Enter))
            {
                if (gameState == GameState.Start)
                {
                    gameState = GameState.Serve;
                }
                else if (gameState == GameState.Serve)
                {
                    gameState = GameState.Play;
                }
                else if (gameState == GameState.Done)
                {
                    gameState = GameState.Serve;

                    ball.Reset();

                    player1Score = 0;
                    player2Score = 0;

                    if (winningPlayer == 1)
                    {
                        servingPlayer = 2;
                    }
                    else
                    {
                        servingPlayer = 1;
                    }
                }
            }


            if (gameState == GameState.Serve)
            {
                ball.dy = random.Next(-50, 50);
                if (servingPlayer == 1)
                {
                    ball.dx = random.Next(140, 200);
                }
                else
                {
                    ball.dx = -random.Next(140, 200);
                }
            }
            else if (gameState == GameState.Play)
            {
                if (ball.Collides(player1))
                {
                    ball.dx = -ball.dx * 1.03f;
                    ball.x  = player1.x + player1.transform.Width;

                    paddleHitSound.Play();

                    if (ball.dy < 0)
                    {
                        ball.dy = -random.Next(10, 150);
                    }
                    else
                    {
                        ball.dy = random.Next(10, 150);
                    }
                }

                if (ball.Collides(player2))
                {
                    ball.dx = -ball.dx * 1.03f;
                    ball.x  = player2.x - ball.transform.Width;

                    paddleHitSound.Play();

                    if (ball.dy < 0)
                    {
                        ball.dy = -random.Next(10, 150);
                    }
                    else
                    {
                        ball.dy = random.Next(10, 150);
                    }
                }

                if (ball.y < 0)
                {
                    ball.y  = 0;
                    ball.dy = -ball.dy;

                    wallHitSound.Play();
                }
                if (ball.y > VIRTUAL_HEIGHT - ball.transform.Height)
                {
                    ball.y  = VIRTUAL_HEIGHT - ball.transform.Height;
                    ball.dy = -ball.dy;

                    wallHitSound.Play();
                }

                if (ball.x < 0)
                {
                    servingPlayer = 1;
                    player2Score++;

                    scoreSound.Play();

                    if (player2Score == 10)
                    {
                        winningPlayer = 2;
                        gameState     = GameState.Done;
                    }
                    else
                    {
                        ball.Reset();
                        gameState = GameState.Serve;
                    }
                }
                if (ball.x > VIRTUAL_WIDTH)
                {
                    servingPlayer = 2;
                    player1Score++;

                    scoreSound.Play();

                    if (player1Score == 10)
                    {
                        winningPlayer = 1;
                        gameState     = GameState.Done;
                    }
                    else
                    {
                        ball.Reset();
                        gameState = GameState.Serve;
                    }
                }
            }

            if (input.KeyboardState.IsKeyDown(Keys.W))
            {
                player1.dy = -PADDLE_SPEED;
            }
            else if (input.KeyboardState.IsKeyDown(Keys.S))
            {
                player1.dy = PADDLE_SPEED;
            }
            else
            {
                player1.dy = 0;
            }

            if (input.KeyboardState.IsKeyDown(Keys.Up))
            {
                player2.dy = -PADDLE_SPEED;
            }
            else if (input.KeyboardState.IsKeyDown(Keys.Down))
            {
                player2.dy = PADDLE_SPEED;
            }
            else
            {
                player2.dy = 0;
            }

            float delta = (float)gameTime.ElapsedGameTime.TotalSeconds;

            if (gameState == GameState.Play)
            {
                ball.Update(delta);
            }


            player1.Update(delta);
            player2.Update(delta);

            base.Update(gameTime);
        }
Beispiel #11
0
        /// <summary>
        /// Här sker spelets updatering av allt. Mynten rör sig genom att deras position uppdateras ständigt genom en metod i coin klassen som update loopar igenom med en foreach loop
        ///  Här i update går man bara igenom  listan som mynten sitter i och addar nya mynt med en timer som går av varje sekund. Bakgrundsklassen anropas också och update
        ///  kollar kollision mellan mus och respektive bakgrundsbild genom en bool. Kolission mellan paddel, boll, bonus kollas också genom att Update anropar respektive klass.
        ///  Här i Update kollas också vilken paddel som har träffat bollen och ifall bollen träffat bonusen med bools. Ifall båda boolsen är sanna så anropar update paddel klassen
        ///  och gör den paddel som har sin bool false mindre.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>

        #region Update metod för main
        protected override void Update(GameTime gameTime)
        {
            //Ifall menyn är borta, börja räkna tiden
            if (menuScreen.GameState == false)
            {
                globalTimer += gameTime.ElapsedGameTime.TotalSeconds;
            }

            //För varje sekund så addas ett nytt coin objekt till coin listan, samtidigt som timern resettar sig själv
            if (menuScreen.GameState == true)
            {
                coinTimer -= gameTime.ElapsedGameTime.TotalSeconds;
                if (coinTimer <= 0)
                {
                    coins.Add(new Coin(Content.Load <Texture2D>("Coin"), new Vector2(random.Next(0, 780), 0)));
                    coinTimer = 1;
                }

                if (coins.Count > 20)
                {
                    coins.RemoveAt(19);
                }

                foreach (Coin coin in coins)
                {
                    coin.Update();
                }
            }
            //Musens position på skärmen
            state    = Mouse.GetState();
            mousePos = new Point(state.X, state.Y);

            //Ifall musens position är innanför respektive bakgrundsbild och man vänsterklickar, så väljs bakgrund
            //Intersect håller koll på vilken bakgrund det är
            #region
            if (state.LeftButton == ButtonState.Pressed && backGround1.BackGroundHitbox.Contains(mousePos))
            {
                backGround1.Intersect = true;
            }

            if (state.LeftButton == ButtonState.Pressed && backGround2.BackGroundHitbox.Contains(mousePos))
            {
                backGround2.Intersect = true;
            }

            if (state.LeftButton == ButtonState.Pressed && backGround3.BackGroundHitbox.Contains(mousePos))
            {
                backGround3.Intersect = true;
            }

            if (state.LeftButton == ButtonState.Pressed && backGround4.BackGroundHitbox.Contains(mousePos))
            {
                backGround4.Intersect = true;
            }

            if (state.LeftButton == ButtonState.Pressed && backGround5.BackGroundHitbox.Contains(mousePos))
            {
                backGround5.Intersect = true;
            }
            #endregion

            //Kollar ifall man tryckt på en bakgrund, och ifall musen är innanför objektets hitbox
            menuScreen.Update(backGround1, backGround2, backGround3, backGround4, backGround5);

            if (score1.Pause == false && globalTimer > 8)
            {
                //Kollar poängen
                score1.Update(leftPaddle, rightPaddle, ball1, Window, box, gameTime);

                //Paddlarnas rörelse och bollens rörelse ifall spelet är igång
                if (score1.StartRound == true)
                {
                    ball1.Update();
                    leftPaddle.Update(box);
                    rightPaddle.Update(box);
                }


                //Bollens kolission med paddlarna, anropar boll klassen ifall true
                if (ball1.BallHitbox.Intersects(leftPaddle.PaddleHitbox))
                {
                    ball1.Colission();
                }

                if (ball1.BallHitbox.Intersects(rightPaddle.PaddleHitbox))
                {
                    ball1.Colission();
                }

                box.Update(ball1, gameTime);

                //Kollar vilken paddel som knuffade bollen till bonusen, så att man kan avgöra vilken sida som träffade den
                //Ifall höger paddel träffade bonusen med bollen blir vänster paddel mindre och tvärtom
                #region
                if (ball1.BallHitbox.Intersects(leftPaddle.PaddleHitbox))
                {
                    leftPaddle.Intersect  = true;
                    rightPaddle.Intersect = false;
                }

                if (ball1.BallHitbox.Intersects(rightPaddle.PaddleHitbox))
                {
                    rightPaddle.Intersect = true;
                    leftPaddle.Intersect  = false;
                }

                if (leftPaddle.Intersect == true && box.Intersect == true)
                {
                    rightPaddle.PaddleHitbox = new Rectangle((int)rightPaddle.PaddlePos.X, (int)rightPaddle.PaddlePos.Y, 21, 80);
                    box.Intersect            = false;
                    rightPaddle.Small        = true;
                    rightPaddle.Big          = false;
                }

                if (rightPaddle.Intersect == true && box.Intersect == true)
                {
                    leftPaddle.PaddleHitbox = new Rectangle((int)leftPaddle.PaddlePos.X, (int)leftPaddle.PaddlePos.Y, 21, 80);
                    box.Intersect           = false;
                    leftPaddle.Small        = true;
                    leftPaddle.Big          = false;
                }
                #endregion
            }

            base.Update(gameTime);
        }