MessengerPigeon/app2/src/main/java/com/epicstudios/messengerpigeon/flappybirdgame/GameScreen.java
@Override
    public void update(float deltaTime) {
        List<TouchEvent> touchEvents = game.getInput().getTouchEvents();

        // We have four separate update methods in this example.
        // Depending on the state of the game, we call different update methods.
        
        // We use the Gamestate we defined at the top to run different
        // update methods for different circumstances of the game
        if (state == GameState.Ready)
            updateReady(touchEvents); // Initially, this is called
        if (state == GameState.Running)
            updateRunning(touchEvents, deltaTime);
        if (state == GameState.Paused)
            updatePaused(touchEvents);
        if (state == GameState.GameOver)
            updateGameOver(touchEvents);
    }
// After MainMenuScreen calls GameScreen, this method, update, starts.
After MainMenuScreen calls GameScreen, this method, update, starts.
After MainMenuScreen calls GameScreen this method update starts .
@Override
    public void update(float deltaTime) {
        List<TouchEvent> touchEvents = game.getInput().getTouchEvents();
        if (state == GameState.Ready)
            updateReady(touchEvents); 
        if (state == GameState.Running)
            updateRunning(touchEvents, deltaTime);
        if (state == GameState.Paused)
            updatePaused(touchEvents);
        if (state == GameState.GameOver)
            updateGameOver(touchEvents);
    }
@ Override public void update ( float deltaTime ) { List < TouchEvent > touchEvents = game . getInput ( ) . getTouchEvents ( ) ; if ( state == GameState . Ready ) updateReady ( touchEvents ) ; if ( state == GameState . Running ) updateRunning ( touchEvents , deltaTime ) ; if ( state == GameState . Paused ) updatePaused ( touchEvents ) ; if ( state == GameState . GameOver ) updateGameOver ( touchEvents ) ; }
After MainMenuScreen calls GameScreen, this method, update, starts.
After MainMenuScreen calls GameScreen this method update starts .
// We have four separate update methods in this example. // Depending on the state of the game, we call different update methods. // We use the Gamestate we defined at the top to run different // update methods for different circumstances of the game // Initially, this is called