private void UpdateTimers() { Timer.Count.Update(deltaTime); IncreaseBallVelocityTimer += deltaTime; SpawnPowerUpTimer += deltaTime; if (IncreaseBallVelocityTimer >= IncreaseBallVelocityInterval) { BallVelocity += 10; Balls.ForEach(b => { b.BaseVelocity = BallVelocity; b.Velocity = BallVelocity; }); IncreaseBallVelocityTimer = 0; } if (SpawnPowerUpTimer >= SpawnPowerUpInterval) { var randPowerup = new PowerUp(this, RandomMath.RandomEnum <PowerUpType>()); var randPosition = new Vector2() { X = RandomMath.RandomBetween(0, GlobalData.Screen.Width - SpriteData.PackageWidth), Y = 0 - SpriteData.PackageHeight, }; Packages.AddIfNotNull(ModelFactory.CreatePowerUpPackage(randPowerup, randPosition)); SpawnPowerUpTimer = 0; } }