// x1 = 5, x2 = 90, x3 = 175, x4 = 260


        public void SetX(int x)
        {
            SwinGame.SpriteSetX(_mariodiningTable, x);

            // s1 = 27, s2 = 112, s3 = 197, s4 = 282
            _mariostatusBar.SetX(x + 22);

            // c1 = 25, c2 = 110, c3 = 195, c4 = 280
            _mariocustomer.SetX(x + 20);
        }
 public void ProcessEvent()
 {
     if (_mariowaiting)
     {
         //keep add time and increase the bar if the customer is waiting
         if (SwinGame.TimerTicks(_mariogameTime) > 700)
         {
             _marioticks = _marioticks + 1;
             SwinGame.ResetTimer(_mariogameTime);
         }
         //old customer rage and leave if the bar reach full. Decrease 0.5 heart life and get a new customer.
         if (_marioticks >= 42)
         {
             _mariocustomer = MWMarioCustomerGenerator.NewMarioCustomer();
             _mariocustomer.SetX(_mariodiningTable.X + 20);
             _mariocustomer.SetY(_mariodiningTable.Y - 40);
             _marioticks = 0;
             _mariosideBar.DecreaseGameLife();
         }
     }
     else
     {
         //reduce the bar when the customer is eating. Clear the table and get a new customer when the bar reach empty. Then set the waiting to be true.
         if (SwinGame.TimerTicks(_mariogameTime) > 150)
         {
             _marioticks = _marioticks - 1;
             SwinGame.ResetTimer(_mariogameTime);
         }
         if (_marioticks < 0)
         {
             MarioSetFood("");
             _mariocustomer = MWMarioCustomerGenerator.NewMarioCustomer();
             _mariocustomer.SetX(_mariodiningTable.X + 20);
             _mariocustomer.SetY(_mariodiningTable.Y - 40);
             _mariowaiting = true;
         }
     }
 }