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Commit dd187df6 authored by Susan Yuen's avatar Susan Yuen
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Updated map scrolling to only occur when game window is in focus

parent 8aa0b9a2
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......@@ -41,34 +41,37 @@ namespace Controller
// enable scrolling around the map
#region Map scrolling
const int scrollSpeed = 3; // change in pixels while scrolling
const int scrollSpeed = 3; // change in pixels while scrolling
const int boundaryX = -640;
const int boundaryY = -320;
// scroll map to the left
if (currentMouseState.X <= 0 && camera.Position.X < 0)
if (Game.Instance.IsActive) // if game window is in focus
{
camera.Position = new Vector2(camera.Position.X + scrollSpeed, camera.Position.Y);
}
// scroll map to the left
if (currentMouseState.X <= 0 && camera.Position.X < 0)
{
camera.Position = new Vector2(camera.Position.X + scrollSpeed, camera.Position.Y);
}
//Debug.WriteLine(camera.Position.X);
//Debug.WriteLine(camera.Position.X);
// scroll map to the right
if (currentMouseState.X >= GameState.SCREEN_WIDTH && camera.Position.X > boundaryX)
{
camera.Position = new Vector2(camera.Position.X - scrollSpeed, camera.Position.Y);
}
// scroll map to the right
if (currentMouseState.X >= GameState.SCREEN_WIDTH && camera.Position.X > boundaryX)
{
camera.Position = new Vector2(camera.Position.X - scrollSpeed, camera.Position.Y);
}
// scroll map downwards
if (currentMouseState.Y >= GameState.SCREEN_HEIGHT && camera.Position.Y > boundaryY)
{
camera.Position = new Vector2(camera.Position.X, camera.Position.Y - scrollSpeed);
}
// scroll map downwards
if (currentMouseState.Y >= GameState.SCREEN_HEIGHT && camera.Position.Y > boundaryY)
{
camera.Position = new Vector2(camera.Position.X, camera.Position.Y - scrollSpeed);
}
// scroll map upwards
if (currentMouseState.Y <= 0 && camera.Position.Y < 0)
{
camera.Position = new Vector2(camera.Position.X, camera.Position.Y + scrollSpeed);
// scroll map upwards
if (currentMouseState.Y <= 0 && camera.Position.Y < 0)
{
camera.Position = new Vector2(camera.Position.X, camera.Position.Y + scrollSpeed);
}
}
#endregion
......
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