title: Operator '>' cannot be applied to operands of type 'int' and 'method group'
body: <p>Heres my whole code, maybe my variables are in correct, i'm not to sure:</p>
  
  <pre><code>using System;
  using System.Collections.Generic;
  using System.Linq;
  using Microsoft.Xna.Framework;
  using Microsoft.Xna.Framework.Audio;
  using Microsoft.Xna.Framework.Content;
  using Microsoft.Xna.Framework.GamerServices;
  using Microsoft.Xna.Framework.Graphics;
  using Microsoft.Xna.Framework.Input;
  using Microsoft.Xna.Framework.Media;
  using System.IO;
  using System.Text;
  
  namespace PickUpTheCrewGame
  {
      /// &lt;summary&gt;
      /// This is the main type for your game
      /// &lt;/summary&gt;
      public class PickUpTheCrewGame : Microsoft.Xna.Framework.Game
      {
          public enum State
          {
              Menu,
              Playing,
              Gameover,
          }
  
          GraphicsDeviceManager graphics;
          SpriteBatch spriteBatch;
          SpriteFont messageFont;
          SpriteFont playerScoreFont;
          Texture2D backgroundTexture;
          Rectangle backgroundRectangle;
          Texture2D menuImageTexture;
          Rectangle menuImageRectange;
          Texture2D gameoverImageTexture;
          Rectangle gameoverImageRectangle;
          Sprite BlueBall;
          Sprite GreenBall;
          Sprite OrangeBall;
          Sprite PinkBall;
          Sprite RedBall;
          Sprite c;
          Sprite YellowBall;
          public Texture2D menuImage;
          public Texture2D gameoverImage;
  
          //---player scoresyer
          int playerScore = 0;
          int highScore = 0;
  
          //Lists
          List&lt;sharks&gt; sharks = new List&lt;sharks&gt;();
          List&lt;Sprite&gt; crew = new List&lt;Sprite&gt;();
          List&lt;int&gt; highscoreList = new List&lt;int&gt;();
  
          //highScoreList.Add(score);
  
  
          //Set First State
          State gameState = State.Menu;
  
          HUD hud = new HUD();
  
          public PickUpTheCrewGame()
          {
              graphics = new GraphicsDeviceManager(this);
  
              Content.RootDirectory = "Content";
  
              //sreen size
              graphics.PreferredBackBufferWidth = 1280;
              graphics.PreferredBackBufferHeight = 720;
              menuImage = null;
              gameoverImage = null;
  
  
          }
  
          /// &lt;summary&gt;
          /// Allows the game to perform any initialization it needs to before starting to run.
          /// This is where it can query for any required services and load any non-graphic
          /// related content.  Calling base.Initialize will enumerate through any components
          /// and initialize them as well.
          /// &lt;/summary&gt;
          protected override void Initialize()
          {
              // TODO: Add your initialization logic here
              //enable the mousepointer
              //IsMouseVisible = true;
              base.Initialize();
          }
  
          public static bool _highScore (int playerScore)
          {
              if(playerScore &gt;_highScore)
              {
                  return true;
              }
              else
              {
                  return false;
              }
          }
  
          public void Save(string filename)
          {
              System.IO.TextWriter textOut = null;
              try
              {
                  textOut = new System.IO.StreamWriter(filename);
                  Save(textOut);
              }
              catch (Exception e)
              {
                  throw e;
              }
              finally
              {
                  if (textOut != null) textOut.Close();
              }
          }
  
          private void Save(TextWriter textOut)
          {
              try
              {
                  foreach (Sprite crew1 in crew)
                  {
                      textOut.WriteLine(crew1.location.X);
                      textOut.WriteLine(crew1.location.Y);
                  }
  
                  foreach (sharks enemySprite in sharks)
                  {
                      textOut.WriteLine("Shark");
                      textOut.WriteLine(enemySprite.location.X);
                      textOut.WriteLine(enemySprite.location.Y);
                  }
              }
              catch
              {
  
              }
          }
  
          public void Load(string filename)
          {
              System.IO.TextReader textIn = null;
              //try
              //{
              textIn = new System.IO.StreamReader(filename);
              Load(textIn);
              //}
              //catch (Exception e)
              //{
              //    throw e;
              //}
              //finally
              //{
              if (textIn != null) textIn.Close();
              //}
          }
  
          private void Load(TextReader textIn)
          {
              foreach (Sprite crew1 in crew)
              {
                  crew1.location.X = int.Parse(textIn.ReadLine());
                  crew1.location.Y = int.Parse(textIn.ReadLine());
              }
              foreach (sharks enemySprite in sharks)
              {
                  enemySprite.location.X = int.Parse(textIn.ReadLine());
                  enemySprite.location.Y = int.Parse(textIn.ReadLine());
              }
              throw new NotImplementedException();
          }
  
          /// &lt;summary&gt;
          /// LoadContent will be called once per game and is the place to load
          /// all of your content.
          /// &lt;/summary&gt;
          protected override void LoadContent()
          {
              // Create a new SpriteBatch, which can be used to draw textures.
              spriteBatch = new SpriteBatch(GraphicsDevice);
  
              hud.LoadContent(Content);
              //-----LOAD THE MENU BACKGROUND-----
              menuImageTexture = Content.Load&lt;Texture2D&gt;("menuImage");
              menuImageRectange = new Rectangle(0, 0,
                  Window.ClientBounds.Width,
                  Window.ClientBounds.Height);
  
              //------LOAD INGAME BACKGROUND-----
              backgroundTexture = Content.Load&lt;Texture2D&gt;("Background");
              backgroundRectangle = new Rectangle(
               0, 0, // top left hand corner
               Window.ClientBounds.Width,
               Window.ClientBounds.Height); // size of screen display
  
              //GAMEOVER IMAGE BACKGROUND
              gameoverImageTexture = Content.Load&lt;Texture2D&gt;("gameoverImage");
              gameoverImageRectangle = new Rectangle(
                  0, 0,
                  Window.ClientBounds.Width,
                  Window.ClientBounds.Height);
  
  
              //-------Captains crew-------
  
              c = new Sprite(new Vector2(0, 0), new Vector2(0, 0),
                    Content.Load&lt;Texture2D&gt;("WhiteBall"), Color.White);
  
              BlueBall = new Sprite(new Vector2(640, 450),
                  Content.Load&lt;Texture2D&gt;("BlueBall"));
              crew.Add(BlueBall);
  
              GreenBall = new Sprite(new Vector2(250, 600),
                  Content.Load&lt;Texture2D&gt;("GreenBall"));
              crew.Add(GreenBall);
  
              OrangeBall = new Sprite(new Vector2(115, 400),
                  Content.Load&lt;Texture2D&gt;("OrangeBall"));
              crew.Add(OrangeBall);
  
              RedBall = new Sprite(new Vector2(500, 600),
                  Content.Load&lt;Texture2D&gt;("RedBall"));
              crew.Add(RedBall);
  
              YellowBall = new Sprite(new Vector2(800, 400),
                  Content.Load&lt;Texture2D&gt;("YellowBall"));
              crew.Add(YellowBall);
  
              PinkBall = new Sprite(new Vector2(25, 175),
                  Content.Load&lt;Texture2D&gt;("PinkBall"));
              crew.Add(PinkBall);
  
              //--------Sharks------
              sharks s = new sharks(new Vector2(1000, 200),
                  Content.Load&lt;Texture2D&gt;("BlackBall"));
              sharks.Add(s);
              s = new sharks(new Vector2(900, 200),
                  Content.Load&lt;Texture2D&gt;("BlackBall"));
              sharks.Add(s);
              s = new sharks(new Vector2(800, 200),
                  Content.Load&lt;Texture2D&gt;("BlackBall"));
              sharks.Add(s);
  
              messageFont = Content.Load&lt;SpriteFont&gt;("messageFont");
  
              // TODO: use this.Content to load your game content here
          }
  
          /// &lt;summary&gt;
          /// UnloadContent will be called once per game and is the place to unload
          /// all content.
          /// &lt;/summary&gt;
          protected override void UnloadContent()
          {
              // TODO: Unload any non ContentManager content here
          }
  
          /// &lt;summary&gt;
          /// Allows the game to run logic such as updating the world,
          /// checking for collisions, gathering input, and playing audio.
          /// &lt;/summary&gt;
          /// &lt;param name="gameTime"&gt;Provides a snapshot of timing values.&lt;/param&gt;
          protected override void Update(GameTime gameTime)
          {
              //----------This gets the time value---------
              float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
  
              //--------------keyboard input---------------
              //Exit
              if (Keyboard.GetState().IsKeyDown(Keys.Escape))
                  this.Exit();
              //Save
              if (Keyboard.GetState().IsKeyDown(Keys.S))
                  Save("test.txt");
              //Load
              if (Keyboard.GetState().IsKeyDown(Keys.L))
                  Load("test.txt");
  
              //Directional Movement
              if (Keyboard.GetState().IsKeyDown(Keys.Left))
                  c.velocity.X = -350;
  
              if (Keyboard.GetState().IsKeyDown(Keys.Right))
                  c.velocity.X = 350;
  
              if (Keyboard.GetState().IsKeyDown(Keys.Down))
                  c.velocity.Y = 350;
  
              if (Keyboard.GetState().IsKeyDown(Keys.Up))
                  c.velocity.Y = -350;
  
  
              //UPDATING PLAYING STATE
              switch (gameState)
              {
                  case State.Playing:
                      c.Update(elapsed);
                      foreach (Sprite cr in crew)
                      {
                          cr.Update(elapsed);
                      }
                      c.col = Color.White;
  
                      //----sharks intersects with whiteball----
                      foreach (sharks s in sharks)
                      {
                          if (c.bounds.Intersects(s.bounds))
                          {
                              gameState = State.Gameover;
                              break;
                          }
                      }
                      foreach (sharks s in sharks)
                      {
                          s.Update(elapsed, c.location);
                      }
  
  
  
                      //hud.Update(gameTime);
                      //----sprites intersect with whiteball----
                      foreach (Sprite crew1 in crew)
                      {
                          if (c.bounds.Intersects(crew1.bounds))
                          {
                              //gameState = State.Gameover;
                              playerScore += 1;
                              crew1.bounds.X = 10000;
                              crew1.bounds.Y = 10000;
                              crew1.location.Y = 10000;
                              crew1.location.X = 10000;
                              break;
                          }
                      } break;
  
  
                  //UPDATING MENU STATE
                  case State.Menu:
                      {
                          //Get keyboard state
                          KeyboardState keyState = Keyboard.GetState();
                          if (keyState.IsKeyDown(Keys.Enter))
                          {
                              gameState = State.Playing;
                          }
                          break;
                      }
  
                  //UPDATING GAMEOVER STATE
                  case State.Gameover:
                      {
                          //Get keyboard state
                          KeyboardState keyState = Keyboard.GetState();
                          if (keyState.IsKeyDown(Keys.Back))
                          {
                              if (playerScore &gt; highScore)
                              {
                                  highScore = playerScore;
                                  SavehighScore();
                              }
                              playerScore = 0;
                              sharks.Clear();
                              crew.Clear();
                              gameState = State.Menu;
                          }
                          break;
                      }
              }
              base.Update(gameTime);
          }
  
          /// &lt;summary&gt;
          /// This is called when the game should draw itself.
          /// &lt;/summary&gt;
          /// &lt;param name="gameTime"&gt;Provides a snapshot of timing values.&lt;/param&gt;
          protected override void Draw(GameTime gameTime)
          {
              GraphicsDevice.Clear(Color.CornflowerBlue);
  
              spriteBatch.Begin();
  
              switch (gameState)
              {
                  //DRAWING PLAYING STATE
                  case State.Playing:
                      {
                          spriteBatch.Draw(backgroundTexture, backgroundRectangle,
               Color.White);
                          c.Draw(spriteBatch);
                          //FOR EACH CREW DRAW
                          foreach (Sprite cr in crew)
                          {
                              cr.Draw(spriteBatch);
                          }
                          //FOREACH SHARK DRAW
                          foreach (sharks s in sharks)
                          {
                              s.Draw(spriteBatch);
                          }
  
                          hud.Draw(spriteBatch);
  
                          spriteBatch.DrawString(messageFont, playerScore.ToString(),
                  new Vector2(200, 0),
                  Color.White);
  
                          spriteBatch.DrawString(messageFont, " Player Scores - ",
                              new Vector2(0, 0), Color.White);
                          break;
  
  
                      }
                  //DRAWING MENU STATE
                  case State.Menu:
                      {
                          spriteBatch.Draw(menuImageTexture, menuImageRectange, Color.White);
                          break;
                      }
                  //DRAWING GAMEOVER STATE
                  case State.Gameover:
                      {
                          spriteBatch.Draw(gameoverImageTexture, gameoverImageRectangle, Color.White);
                          spriteBatch.DrawString(messageFont, "Your Final Score was - "  + playerScore.ToString(),new Vector2 (0,0), Color.White);
                          break;
                      }
              }
  
  
              spriteBatch.End();
  
              base.Draw(gameTime);
          }
      }
  }
  </code></pre>
  
  <p>Here the fist error:</p>
  
  <blockquote>
    <p>Error  1   Operator '>' cannot be applied to operands of type 'int' and 'method group'</p>
  </blockquote>
  
  <p>I'm doing highscores in XNA and have gotten an error message:</p>
  
  <pre><code>public static bool _highScore (int playerScore)
          {
              if(playerScore &gt;_highScore)
              {
                  return true;
              }
              else
              {
                  return false;
              }
          }
  </code></pre>
  
  <p>I also get an error messeage at the end saying:</p>
  
  <blockquote>
    <p>'The name 'SavehighScore' does not exist in current context'</p>
  </blockquote>
  
  <p>Code:</p>
  
  <pre><code>case State.Gameover:
                      {
                          //Get keyboard state
                          KeyboardState keyState = Keyboard.GetState();
                          if (keyState.IsKeyDown(Keys.Back))
                          {
                              if (playerScore &gt; highScore)
                              {
                                  highScore = playerScore;
                                  SavehighScore();
                              }
                              playerScore = 0;
                              sharks.Clear();
                              crew.Clear();
                              gameState = State.Menu;
                          }
                          break;
                      }
  </code></pre>
  
  <p>That is my whole gameover state of which when the player dies, its meant to show there highscores.</p>
  
  <p>IF you could advise a way of whats best way to save a highscore in a method, that would be really helpful as well please:</p>
  
  <p>I am rather new to XNA, still learning. If anyone could be any help would really appreciate it. Thank You</p>