// x1 = 5, x2 = 90, x3 = 175, x4 = 260
        public void SetX(int x)
        {
            SwinGame.SpriteSetX(_diningTable, x);

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

            // c1 = 25, c2 = 110, c3 = 195, c4 = 280
            _customer.SetX(x + 20);
        }
 public void ProcessEvent()
 {
     if (_waiting)
     {
         //keep add time and increase the bar if the customer is waiting
         if (SwinGame.TimerTicks(_gameTime) > 300)
         {
             _ticks = _ticks + 1;
             SwinGame.ResetTimer(_gameTime);
         }
         //old customer rage and leave if the bar reach full. Decrease 0.5 heart life and get a new customer.
         if (_ticks >= 42)
         {
             _customer = BS_PokemonCustomerGenerator.NewCustomer();
             _customer.SetX(_diningTable.X + 20);
             _customer.SetY(_diningTable.Y - 40);
             _ticks = 0;
             _sideBar.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(_gameTime) > 150)
         {
             _ticks = _ticks - 1;
             SwinGame.ResetTimer(_gameTime);
         }
         if (_ticks < 0)
         {
             SetFood("");
             _customer = BS_PokemonCustomerGenerator.NewCustomer();
             _customer.SetX(_diningTable.X + 20);
             _customer.SetY(_diningTable.Y - 40);
             _waiting = true;
         }
     }
 }