/// <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); }