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


class GameScene: SKScene {
    
    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 scoreLabel: SKLabelNode!    //Score label
    private var ball: GameObject!           //Ball
    private var lBumper: GameObject!        //Left bumper

    
    private func handleKeyEvent(event: NSEvent) {
        let charachters = event.characters
        if event.modifierFlags.contains(NSEvent.ModifierFlags.numericPad) {
            if let theArrow = event.charactersIgnoringModifiers, let keyChar = theArrow.unicodeScalars.first?.value {
                if gameMode == .Multi {
                    switch Int(keyChar) {
                    case NSUpArrowFunctionKey:
                        if rBumper.speed.y != 1 {
                            rBumper.body.reverse()
                            rBumper.posistion = rBumper.body.first
                        }
                        rBumper.speed = CGPoint(x: 0, y: 1)
                    case NSDownArrowFunctionKey:
                        if rBumper.speed.y != -1 {
                            rBumper.body.reverse()
                            rBumper.posistion = rBumper.body.first
                        }
                        rBumper.speed = CGPoint(x: 0, y: -1)
                    default:
                        break
                    }
                }
            }
        } else {
            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)
                }
            }
        }
    }
