/// <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(); } // TODO: Add your update logic here for (int x = 0; x < 1; x++) { players[x].FlapBounds(); } //player.FlapBounds(); //Passer på at den ikke går uttafor Bounds //player2.FlapBounds(); ball.UpdateBallDirection(); //Om skytes sender ballen avgårde for (int x = 0; x < players.Length; x++) { players[0].UpdateFlapMove(Keys.Up); //players[x].UpdateFlapMovement(); } //player.UpdateFlapMovement(); //Beveger flappen //player2.UpdateFlapMovement2(); //player3.UpdateFlapMovement3(); //player4.UpdateFlapMovement4(); ball.SetScore(); ball.BallStartPosition(players[0].GetPaddleBounds()); //Setter ballen til star posisjon /////////////////////////////////// BallPaddleIntersect(); ball.UpperWallCollision(); ball.LowerWallCollision(); base.Update(gameTime); }