diff --git a/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs b/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs index 0356cde12e7e4bf2d64a68340298d141ad99ec48..b664492b19d3f951de7db2cb744361feebc7a833 100644 --- a/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs +++ b/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs @@ -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