public void HandleInput(GameTime gameTime, InputHelper inputHelper) { switch (gameState) { case GameState.Menu: if (inputHelper.KeyPressed(Keys.Space) || inputHelper.KeyPressed(Keys.Enter)) { gameState = GameState.Playing; } break; case GameState.Playing: if (inputHelper.KeyPressed(Keys.Down)) { counter++; if (Collision()) { counter--; } } else if (inputHelper.KeyPressed(Keys.Space) && counter > 1) { while (!Collision()) { tetrisblock.blockposition.Y++; } } else if (inputHelper.KeyPressed(Keys.Right)) //Beweegt de tetromino naar rechts { tetrisblock.blockposition.X += blocksize; if (Collision()) { tetrisblock.blockposition.X -= blocksize; } } else if (inputHelper.KeyPressed(Keys.Left)) { tetrisblock.blockposition.X -= blocksize; if (Collision()) { tetrisblock.blockposition.X += blocksize; } } else if (inputHelper.KeyPressed(Keys.A)) { tetrisblock.RotateL(); if (Collision()) { tetrisblock.RotateR(); } } else if (inputHelper.KeyPressed(Keys.D)) { tetrisblock.RotateR(); if (Collision()) { tetrisblock.RotateL(); } } else if (inputHelper.KeyPressed(Keys.Escape)) { gameState = GameState.Menu; } break; case GameState.GameOver: { if (inputHelper.KeyPressed(Keys.Space) || inputHelper.KeyPressed(Keys.Enter)) { gameState = GameState.Playing; } else if (inputHelper.KeyPressed(Keys.Escape)) { gameState = GameState.Menu; } } break; } }