/// <summary>
        /// The update for the cooldown bar, goes down if shooting, rises if not shooting
        /// </summary>
        /// <param name="gameTime">used to track time</param>
        /// <param name="player">passes which player the bar refers to, in case more players are made later in development(e.g. multiplayer)</param>
        public void Update(GameTime gameTime, Player player)
        {
            KeyboardState state = Keyboard.GetState();

            if (state.IsKeyDown(Keys.Space) )
            {
                if (length > -1) length -= (float)gameTime.ElapsedGameTime.TotalSeconds * 15;   //down as far as 0
                if (length > 1) player.Shoot();                        //if space player shoots only if over 1 left
            }
            else
            {
                if(length < 200 ) length += (float)gameTime.ElapsedGameTime.TotalSeconds*20;
            }
        }
        /// <summary>
        /// The update for the cooldown bar, goes down if shooting, rises if not shooting
        /// </summary>
        /// <param name="gameTime">used to track time</param>
        /// <param name="player">passes which player the bar refers to, in case more players are made later in development(e.g. multiplayer)</param>
        public void Update(GameTime gameTime, Player player)
        {
            KeyboardState state = Keyboard.GetState();

            if (state.IsKeyDown(Keys.Space))
            {
                if (length > -1)
                {
                    length -= (float)gameTime.ElapsedGameTime.TotalSeconds * 15;                //down as far as 0
                }
                if (length > 1)
                {
                    player.Shoot();                                    //if space player shoots only if over 1 left
                }
            }
            else
            {
                if (length < 200)
                {
                    length += (float)gameTime.ElapsedGameTime.TotalSeconds * 20;
                }
            }
        }