// 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; } } }