private void CheckIfPointScored() { float ballLeftEdge = _ball._ballPosition.X; float ballRightEdge = _ball._ballPosition.X + _ball._ballSprite.Width; if (ballRightEdge < 0) { _rightScore++; PlaySoundEffect(_pointScored, _soundEffectsAudible); _roundStartTime = 0; _ball.Enabled = false; _male1Available = true; _male2Available = true; _male3Available = true; if (_rightScore != _winningScore) { _ball.Restart(); // This makes the paddle smaller each time a player reaches a multiple of 2. if (_rightScore % 2 == 0) { PlaySoundEffect(_powerUpSound, _soundEffectsAudible); _rightPaddle.ChangePaddleSize(); _rightPaddleEffect.Trigger(new Vector2(_rightPaddle._paddlePosition.X + _rightPaddle._paddleSprite.Width / 2, _rightPaddle._paddlePosition.Y + _rightPaddle._paddleSprite.Height / 2)); } } else { _currentScreen = Screen.endMenu; } } else if (ballLeftEdge > GraphicsDevice.Viewport.Width) { _leftScore++; PlaySoundEffect(_pointScored, _soundEffectsAudible); _roundStartTime = 0; _ball.Enabled = false; _male1Available = true; _male2Available = true; _male3Available = true; if (_leftScore != 10) { _ball.Restart(); // This makes the paddle smaller each time a player reaches a multiple of 2. if (_leftScore % 2 == 0) { PlaySoundEffect(_powerUpSound, _soundEffectsAudible); _leftPaddle.ChangePaddleSize(); _leftPaddleEffect.Trigger(new Vector2(_leftPaddle._paddlePosition.X + _leftPaddle._paddleSprite.Width / 2, _leftPaddle._paddlePosition.Y + _leftPaddle._paddleSprite.Height / 2)); } } else { _currentScreen = Screen.endMenu; } } }