From dd187df6d41ad5becbcdd7b092888c662df3f567 Mon Sep 17 00:00:00 2001
From: Susan Yuen <susan_loves_cheese@hotmail.com>
Date: Tue, 15 Nov 2016 12:07:40 -0500
Subject: [PATCH] Updated map scrolling to only occur when game window is in
 focus

---
 .../Blaze_Brigade/MouseHandler.cs             | 45 ++++++++++---------
 1 file changed, 24 insertions(+), 21 deletions(-)

diff --git a/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs b/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs
index 0356cde..b664492 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
-- 
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