


5:54 pm
February 19, 2015

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
using System.Windows.Forms;namespace PadGame
{class Mailstate : GameObjectList
{
protected Button btnAdd, btnMail, btnTrash, btnArchive, backMenu, betalen, negeren; //Trash & Archive worden nog niet gebruikt, zie comment onder aan pagina.
SpriteGameObject background;
SpriteGameObject rekening1;
ImageList mailItems = new ImageList();
int mailX = 0;
int mailY = 100;
int mailCount = 0;
public bool newMail = false;
public Mailstate()
{btnAdd = new Button("button", 1); //Rode knop links onderin
btnAdd.Position = new Vector2(PadMain.Screen.X-150, PadMain.Screen.Y-150);
this.Add(btnAdd);betalen = new Button("spr_button_betalen", 1); //Rode knop links onderin
betalen.Position = new Vector2(850, 400);
this.Add(betalen);negeren = new Button("spr_button_negeren", 1); //Rode knop links onderin
negeren.Position = new Vector2(850, 300);
this.Add(negeren);/* btnBackToRoom = new Button("button", 2);
btnBackToRoom.Position = new Vector2(0, PadMain.Screen.Y - 50);
this.Add(btnBackToRoom);*/background = new SpriteGameObject("playingView");
this.Add(background);rekening1 = new SpriteGameObject("spr_rekening_1");
this.Add(rekening1);backMenu = new Button("spr_bckMenuTemp");
backMenu.Position = new Vector2(0, PadMain.Screen.Y - 100);
this.Add(backMenu);}
public override void HandleInput(InputHelper inputHelper)
{
List<GameObject> mailItem = new List<GameObject>(); //Maakt een lijst aan om nieuwe mails aan te kunnen maken.if ( mailCount <= 16 && newMail == true)
{
for (int i = 0; i < 0; i++)
{
btnMail = new Button("sprMail", 1);
btnMail.Position = new Vector2(mailX, mailY);
mailCount++;
mailItem.Add(btnMail);
this.Add(btnMail);
mailX += 250; //Adds 250
Console.WriteLine("mailX: " + mailX);
if (mailX > PadMain.Screen.X) //When the position of the new mail instance is bigger than the screen width, Y drops down to a new row.
{
mailX = 0;
mailY += 350;
}
}
}if (backMenu.Pressed)
{
Console.WriteLine("Waarom ga ik niet terug?");
PadMain.GameStateManager.SwitchTo("Playingstate");
}if (betalen.Pressed)
{
PadMain.GameStateManager.SwitchTo("Laptopstate3");
}if (negeren.Pressed)
{
PadMain.GameStateManager.SwitchTo("Playingstate");
}/*//Begin van: Mail aanklikken -> Archiveren of weggooien.
* Crasht, geen idee waarom.
*
if (btnMail.Pressed)
{btnTrash = new Button("sprTrash", 1);
btnTrash.Position = new Vector2((PadMain.Screen.X / 2) - 150, (PadMain.Screen.Y / 2) - 100);
this.Add(btnTrash);btnArchive = new Button("sprArchive", 1);
btnArchive.Position = new Vector2((PadMain.Screen.X / 2) - 150, (PadMain.Screen.Y / 2) + 100);
this.Add(btnArchive);}
*/
base.HandleInput(inputHelper);
}}
}
---
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Timers;namespace PadGame
{class RandomEvent
{Random random = new Random();
int randomInterval;public void Main()
{randomInterval = random.Next(5000, 10000);
System.Timers.Timer aTimer = new System.Timers.Timer();
aTimer.Elapsed += new ElapsedEventHandler(OnTimedEvent);
aTimer.Interval = randomInterval;
aTimer.Enabled = true;}
// Specify what you want to happen when the Elapsed event is raised.
public void OnTimedEvent(object source, ElapsedEventArgs e)
{
Mailstate mailState = new Mailstate();
mailState.newMail = true;
Console.WriteLine("RandomGenerator CHECK... : " + randomInterval / 1000 + " seconds have passed since the last check.");
randomInterval = random.Next(5000, 10000);}
}
}
"Pants? You mean leg prisons."
6:01 pm
February 19, 2015

7:06 pm
April 21, 2015

So your if is probably evaluating to true but your for loop has a problem
for (int i = 0; i < 0; i++)
So the 3 parts of a for loop are this
for (iterator; condition; increment)
So, in pseudo english
use an int called i
set i to 0
As long as i is less than 0 (such as -1, -2, -3) then
- do the loop
- add 1 to i
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