Pay attention to the structure of your switch statements.
You have 2 levels of switch (they are nested), so you have to write the correct code.
Try this!
(I highlighted with an arrow the lines I added)
float ElapsedTime = Window.GetFrameTime() ;
// Move the sprite
switch(Event.Type)
{
case sf::Event::KeyPressed:
switch(Event.Key.Code)
-> {
case sf::Keyboard::Left:
Sprite.Move(-100 * ElapsedTime, 0);
break;
case sf::Keyboard::Right:
Sprite.Move( 100 * ElapsedTime, 0);
break;
case sf::Keyboard::Up:
Sprite.Move(0, -100 * ElapsedTime);
break;
case sf::Keyboard::Down:
Sprite.Move(0, 100 * ElapsedTime);
break;
default:
break;
-> }
-> break;
-> default:
-> break;
}
Another hint: 0 and 100 are considered integer numbers from compiler, use 0.f and 100.f instead, 'cause ElapsedTime is a float.