public void Update(GameTime gameTime) { //Physics updates first Position += Velocity; _colRect.X = (int)Position.X; _colRect.Y = (int)Position.Y; CollisionRectangle = _colRect; render.Update(gameTime, entityState); Velocity = inputReader.ReadInput(); Velocity *= 4; if (Velocity == Vector2.Zero) { entityState = Enums.EntityState.idle; } else { entityState = Enums.EntityState.walking; if (Velocity.Y != 0) { entityState = Enums.EntityState.jumping; } } Velocity = new Vector2(Velocity.X, Velocity.Y + 4); //If jumping, we need to boost our velocity if (entityState == Enums.EntityState.jumping && canJump) { Velocity = new Vector2(Velocity.X, Velocity.Y - 15); //canJump = false; //maakte een bug, dus floaty } }