 
 class GameScene: SKScene {
     
+    enum GameMode {
+        case Single
+        case Multi
+    }
+    
     private let gridSize: Int       = 40    //Size of game grid
     private let updateGameBall: Int = 05    //Update game every x frames
     private let updateBump: Int     = 04    //Update speed for right bumper
+    private var gameMode: GameMode  = .Multi //Game mode of game
     private var scoreLabel: SKLabelNode!    //Score label
     private var ball: GameObject!           //Ball
     private var lBumper: GameObject!        //Left bumper

    
    private func handleKeyEvent(event: NSEvent) {
        let charachters = event.characters
        for char in charachters! {
            switch char {
            case "w":
                if lBumper.speed.y != 1 {
                    lBumper.body.reverse()
                    lBumper.posistion = lBumper.body.first
                }
                lBumper.speed = CGPoint(x: 0, y: 1)
            case "s":
                if lBumper.speed.y != -1 {
                    lBumper.body.reverse()
                    lBumper.posistion = lBumper.body.first
                }
                lBumper.speed = CGPoint(x: 0, y: -1)
                
            case " ":
                if self.scene?.view?.isPaused == true {
                    self.scene?.view?.isPaused = false
                } else {
                    self.scene?.view?.isPaused = true
                }
            default:
                lBumper.speed = CGPoint(x: 0, y: 0)
            }
        }
    }

            updateBall()
        }
        if frameCounter % updateBump == 0 {
            if gameMode == .Single {
                updateAIBumperSpeed()
            }
            updateBumper(lBumper)
            updateBumper(rBumper)
        }
