public 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
            mouseKey        = Mouse.GetState();
            mouselocation.X = mouseKey.X;
            mouselocation.Y = mouseKey.Y;

            buttonengine.Update(gameTime);


            buttonengine.ReceiveFrom_ButtonObject(buttonobject.gogobuttonrect);
            buttonobject.ReceiveFrom_ButtonEngine(buttonengine.SendTo_ButtonObject());

            //collisions to make sure that the options change you must make sure you use the collision of the least moving object no matter what no matter what the situation
            if (choicerockrect.Intersects(leapcollision))
            {
                fingerstate = FingerState.rock;
            }
            else if (paperrect.Intersects(leapcollision))
            {
                fingerstate = FingerState.paper;
            }

            else if (scissorsrect.Intersects(leapcollision))
            {
                fingerstate = FingerState.scissors;
            }

            // seperate if state ment declaration for winning or losing the game

            if (middlerockrect.Intersects(leapcollision) && (FingerState.paper == fingerstate))
            {
                endmessagenumber  = 1;
                isHit             = true;
                gogochangecount  += 1;
                winningbackground = WinningBackground.paperwins;
            }

            if (middlerockrect.Intersects(leapcollision) && (FingerState.scissors == fingerstate))
            {
                endmessagenumber  = 2;
                isHit             = true;
                gogochangecount  += 1;
                winningbackground = WinningBackground.rockwins;
            }

            if (middlerockrect.Intersects(leapcollision) && (FingerState.rock == fingerstate))
            {
                endmessagenumber  = 3;
                isHit             = true;
                gogochangecount  += 1;
                winningbackground = WinningBackground.rockwins;
            }
        }
        public PaperRockScissorsState()
        {
            gogochangecount = 0;
            // TODO: Add your initialization logic here
            mouseKey      = new MouseState();
            fingertexture = new Texture2D[4];
            leapcollision = new Rectangle(0, 0, 128, 128);

            buttonobject      = new ButtonObject();
            buttonengine      = new ButtonEngine();
            winningbackground = WinningBackground.neutral;
            // <<CONTROL>> IS HIT
            bool isHit = false;

            endmessagenumber = 0;
            gogowins         = new Texture2D[3];
            // leap = new LeapComponet(this);
            //this.Components.Add(leap);
        }