P3D-Legacy/P3D/Network/GameJolt/GTS/GTSMainScreen.vb

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2016-09-07 18:50:38 +02:00
Namespace GameJolt
Public Class GTSMainScreen
Inherits Screen
Public Shared GTSVersion As String = "1.X"
Public Shared GTSPokemon As New List(Of Integer)
Shared LoadedVersionData As Boolean = False
Public Shared Furrs As New List(Of Furr)
Dim State As Integer = 0
Dim menuIndex As Integer = 0
Public PokemonGTSCount As Integer = -1
Public InboxPokemon As Integer = 0
Public Sub New(ByVal currentScreen As Screen)
Me.PreScreen = currentScreen
Me.Identification = Identifications.GTSMainScreen
Me.CanBePaused = False
Me.CanChat = False
Me.CanDrawDebug = True
Me.CanMuteAudio = True
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Me.CanTakeScreenshot = True
Me.MouseVisible = True
Dim t As New Threading.Thread(AddressOf GetVersionData)
t.IsBackground = True
t.Start()
End Sub
Public Overrides Sub ChangeTo()
PokemonGTSCount = -1
MusicManager.Play("gts", True)
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If GTSVersion <> "1.X" Then
GetGTSPokemonInfo()
End If
End Sub
Private Sub GetGTSPokemonInfo()
Dim APICall As New APICall(AddressOf GotCount)
APICall.GetKeys(False, "GTSTradeV" & GTSMainScreen.GTSVersion & "|*|*|*|*|*|Pokemon 3D|*|*")
Dim APICallInbox As New APICall(AddressOf GotInbox)
APICallInbox.GetKeys(False, "GTSTradeV" & GTSMainScreen.GTSVersion & "|Got|*|" & Core.GameJoltSave.GameJoltID & "|*|*|Pokemon 3D|*|*")
End Sub
Private Sub GotInbox(ByVal result As String)
Dim l As List(Of API.JoltValue) = API.HandleData(result)
If l(1).Value <> "" Then
Me.InboxPokemon = l.Count - 1
Else
Me.InboxPokemon = 0
End If
End Sub
Private Sub GotCount(ByVal result As String)
Dim l As List(Of API.JoltValue) = API.HandleData(result)
If l(1).Value <> "" Then
Me.PokemonGTSCount = l.Count - 1
Else
Me.PokemonGTSCount = 0
End If
End Sub
Private Sub GetVersionData()
Dim w As New System.Net.WebClient
Dim data As String = w.DownloadString("https://raw.githubusercontent.com/P3D-Legacy/P3D-Legacy-Data/master/GTSVersion.dat")
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Dim lines() As String = data.SplitAtNewline()
GTSVersion = lines(0)
If GTSVersion <> "1.X" And PokemonGTSCount = -1 Then
GetGTSPokemonInfo()
End If
Dim pokemonData() As String = lines(1).Split(CChar(","))
For Each p As String In pokemonData
If p.Contains("-") = True Then
Dim startPokemon As Integer = CInt(p.Substring(0, p.IndexOf("-")))
Dim endPokemon As Integer = CInt(p.Substring(p.IndexOf("-") + 1))
For i = startPokemon To endPokemon
If GTSPokemon.Contains(CInt(i)) = False Then
GTSPokemon.Add(CInt(i))
End If
Next
Else
If GTSPokemon.Contains(CInt(p)) = False Then
GTSPokemon.Add(CInt(p))
End If
End If
Next
LoadedVersionData = True
End Sub
Public Overrides Sub Draw()
Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), Core.windowSize, New Rectangle(320, 176, 192, 160), Color.White)
For Each F As Furr In Furrs
F.Draw()
Next
Select Case State
Case 0
DrawIntro()
Case 1
DrawMain()
End Select
Core.SpriteBatch.DrawString(FontManager.MiniFont, "Version " & GTSVersion, New Vector2(4, Core.windowSize.Height - 1 - FontManager.MiniFont.MeasureString("Version " & GTSVersion).Y), Color.DarkGray)
If PokemonGTSCount > 0 Then
Dim countString As String = "Pokémon in the GTS: " & PokemonGTSCount
Dim sSize As Vector2 = FontManager.MiniFont.MeasureString(countString)
Core.SpriteBatch.DrawString(FontManager.MiniFont, countString, New Vector2(Core.windowSize.Width - 8 - sSize.X, Core.windowSize.Height - 1 - sSize.Y), Color.DarkGray)
End If
End Sub
Private Sub DrawIntro()
Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), New Rectangle(CInt(Core.windowSize.Width / 2 - 152), CInt(GlobeY), 304, 304), New Rectangle(0, 32, 304, 304), Color.White)
If GlobeY = 200.0F And LoadedVersionData = True Then
Core.SpriteBatch.DrawString(FontManager.MainFont, "Click to enter!", New Vector2(CInt(Core.windowSize.Width / 2 - FontManager.MainFont.MeasureString("Click to enter!").X / 2) + 2, 442), Color.Black)
Core.SpriteBatch.DrawString(FontManager.MainFont, "Click to enter!", New Vector2(CInt(Core.windowSize.Width / 2 - FontManager.MainFont.MeasureString("Click to enter!").X / 2), 440), Color.White)
Core.SpriteBatch.DrawString(FontManager.MiniFont, "The ""Pokémon GTS"" is not affiliated with Nintendo or GameFreak.", New Vector2(1, 1), Color.Gray)
End If
Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), New Rectangle(CInt(Core.windowSize.Width / 2 - 104), CInt(-422 - GlobeY), 208, 96), New Rectangle(304, 0, 208, 96), Color.White)
End Sub
Private Sub DrawMain()
Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), New Rectangle(CInt(Core.windowSize.Width / 2 - 104), CInt(32), 208, 96), New Rectangle(304, 0, 208, 96), Color.White)
Dim CanvasTexture As Texture2D
For i = 0 To 3
If i = menuIndex Then
CanvasTexture = TextureManager.GetTexture("GUI\Menus\Menu", New Rectangle(0, 48, 48, 48), "")
Else
CanvasTexture = TextureManager.GetTexture("GUI\Menus\Menu", New Rectangle(0, 0, 48, 48), "")
End If
Dim Text As String = ""
Select Case i
Case 0
Text = "Inbox"
Case 1
Text = "Search"
Case 2
Text = "Setup"
Case 3
Text = "Exit"
End Select
Canvas.DrawImageBorder(CanvasTexture, 2, New Rectangle(CInt(Core.windowSize.Width / 2) - 180, 160 + i * 128, 320, 64))
Core.SpriteBatch.DrawString(FontManager.InGameFont, Text, New Vector2(CInt(Core.windowSize.Width / 2) - (FontManager.InGameFont.MeasureString(Text).X / 2) - 10, 196 + i * 128), Color.Black)
Next
If Me.InboxPokemon > 0 Then
Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), New Rectangle(CInt(Core.windowSize.Width / 2) + 144, 156, 32, 32), New Rectangle(320, 144, 32, 32), Color.White)
End If
End Sub
Public Overrides Sub Update()
For i = 0 To Furrs.Count - 1
If i < Furrs.Count Then
Dim f As Furr = Furrs(i)
If f.IsOutOfBorder() = True Then
Furrs.Remove(f)
i -= 1
Else
f.Update()
End If
End If
Next
If Core.Random.Next(0, 100) = 0 Then
Furrs.Add(New Furr())
End If
Select Case Me.State
Case 0
UpdateIntro()
Case 1
UpdateMain()
End Select
If Controls.Dismiss(True, True) = True Then
Core.SetScreen(New TransitionScreen(Me, Me.PreScreen, Color.White, False))
End If
End Sub
Private GlobeY As Single = 200.0F
Private GlobeSpeed As Single = 0.5F
Private Sub UpdateIntro()
If LoadedVersionData = True Then
If GlobeY = 200.0F Then
If Controls.Accept(True, True) = True Then
GlobeY = 199.9F
End If
Else
GlobeY -= GlobeSpeed
GlobeSpeed += 0.1F
If GlobeY <= -454.0F Then
GlobeY = -304.0F
State = 1
End If
End If
End If
End Sub
Private Sub UpdateMain()
If Controls.Up(True, True) = True Then
Me.menuIndex -= 1
End If
If Controls.Down(True, True) = True Then
Me.menuIndex += 1
End If
For i = 0 To 3
If New Rectangle(CInt(Core.windowSize.Width / 2) - 180, 160 + i * 128, 320 + 32, 64 + 32).Contains(MouseHandler.MousePosition) = True Then
Me.menuIndex = i
If MouseHandler.ButtonPressed(MouseHandler.MouseButtons.LeftButton) = True Then
Select Case Me.menuIndex
Case 0
InboxButton()
Case 1
SearchButton()
Case 2
SetupButton()
Case 3
ExitButton()
End Select
End If
End If
Next
menuIndex = CInt(MathHelper.Clamp(menuIndex, 0, 3))
If Controls.Accept(False, True) = True Then
Select Case Me.menuIndex
Case 0
Fix audio engine & contentpacks (#35) * Replaced existing Gen 2 SFX with better sounding ones (no ugly reverb) Replaced MediaPlayer with NAudio(and NAudio.Vorbis) for playing music in order to fix random stopping issues. The game now directly loads .ogg files instead of the .wma/.xnb combination from before. ContentPacks are now able to replace Music and SFX again (I haven't added a menu yet for choosing ContentPacks). To make older GameModes work with current versions, you can add the GameMode property EnterType and set it to "1", this will make the game use the older 2D NewGameScreen. * Delete GameController.vb * Add gamecontroller.vb back * Fix sfx missing * Battleintro doodle now doesn't loop anymore (for no trainer) Changed the shutter sound (aka Large Door sound) to something more large door-y Made the enter sound slightly louder The enter sound now plays when going through any warp to or from an indoor map (including falling through holes) The flying sound effect is played earlier in the animation after selecting a location Changed played sound effect when using the Escape Rope to "teleport" instead of "destroy" The bump noise now also plays when bumping into something in first person Fixed small gap between the end of the intro song and the start of the main song Replaced some songs with better songs * Fixed some more intro issues * Forgot to change a thing * Fixed an error where the main music would play, ignoring the muted musicmanager. * fix indenting in musicmanager * The music player will now only start playback on a new song if the music player is not muted, fixed the end time calculation of the intro of a song after muting, Music can't be unmuted now as long as a sound effect plays that stops the music. * Fixed league restplace position, fixed sound effects sharing the volume slider of the music, sound effects are now also muted when pressing M, changed music on/off popup to audio on/off, removed bump delay in first person, added more control on whether played songs should be looping or not. * Fixed some more scripts that turn on thirdperson mode but don't check if it was on before or set it back to what it was before afterwards, also fixed a small error in creditsscreen.vb. * Fixed indenting error in musicmanager.vb, fixed an error of mine where the loopsong parameter would be seen as the playintro parameter. * Added more music commands, added quite some menu select noises, will add more later * More select sound effects! * Fix music not resuming after soundeffect * Trainer using item now plays the single_heal soundeffect * Pokémon cries now sound louder * Possibly fixing crash when playing Pokémon cry at volume higher than 0.71 * Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720. * Sound effects now sound louder * Revert "Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720." This reverts commit 8c9296ed1a82144d17f303a52c3f2e9e65a5bfea. * Fixed the cause of why the title screen music plays even when the game is muted * Tabs to spaces * Revert Co-authored-by: darkfire006 <blazer257@live.com> Co-authored-by: JappaWakkaP3D <66885565+JappaWakkaP3D@users.noreply.github.com> Co-authored-by: JappaWakkaP3D <jasper.speelman@outlook.com> Co-authored-by: Vitaly Mikhailov <personal@aragas.org>
2020-07-09 19:59:42 +02:00
SoundManager.PlaySound("select")
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InboxButton()
Case 1
Fix audio engine & contentpacks (#35) * Replaced existing Gen 2 SFX with better sounding ones (no ugly reverb) Replaced MediaPlayer with NAudio(and NAudio.Vorbis) for playing music in order to fix random stopping issues. The game now directly loads .ogg files instead of the .wma/.xnb combination from before. ContentPacks are now able to replace Music and SFX again (I haven't added a menu yet for choosing ContentPacks). To make older GameModes work with current versions, you can add the GameMode property EnterType and set it to "1", this will make the game use the older 2D NewGameScreen. * Delete GameController.vb * Add gamecontroller.vb back * Fix sfx missing * Battleintro doodle now doesn't loop anymore (for no trainer) Changed the shutter sound (aka Large Door sound) to something more large door-y Made the enter sound slightly louder The enter sound now plays when going through any warp to or from an indoor map (including falling through holes) The flying sound effect is played earlier in the animation after selecting a location Changed played sound effect when using the Escape Rope to "teleport" instead of "destroy" The bump noise now also plays when bumping into something in first person Fixed small gap between the end of the intro song and the start of the main song Replaced some songs with better songs * Fixed some more intro issues * Forgot to change a thing * Fixed an error where the main music would play, ignoring the muted musicmanager. * fix indenting in musicmanager * The music player will now only start playback on a new song if the music player is not muted, fixed the end time calculation of the intro of a song after muting, Music can't be unmuted now as long as a sound effect plays that stops the music. * Fixed league restplace position, fixed sound effects sharing the volume slider of the music, sound effects are now also muted when pressing M, changed music on/off popup to audio on/off, removed bump delay in first person, added more control on whether played songs should be looping or not. * Fixed some more scripts that turn on thirdperson mode but don't check if it was on before or set it back to what it was before afterwards, also fixed a small error in creditsscreen.vb. * Fixed indenting error in musicmanager.vb, fixed an error of mine where the loopsong parameter would be seen as the playintro parameter. * Added more music commands, added quite some menu select noises, will add more later * More select sound effects! * Fix music not resuming after soundeffect * Trainer using item now plays the single_heal soundeffect * Pokémon cries now sound louder * Possibly fixing crash when playing Pokémon cry at volume higher than 0.71 * Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720. * Sound effects now sound louder * Revert "Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720." This reverts commit 8c9296ed1a82144d17f303a52c3f2e9e65a5bfea. * Fixed the cause of why the title screen music plays even when the game is muted * Tabs to spaces * Revert Co-authored-by: darkfire006 <blazer257@live.com> Co-authored-by: JappaWakkaP3D <66885565+JappaWakkaP3D@users.noreply.github.com> Co-authored-by: JappaWakkaP3D <jasper.speelman@outlook.com> Co-authored-by: Vitaly Mikhailov <personal@aragas.org>
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SoundManager.PlaySound("select")
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SearchButton()
Case 2
Fix audio engine & contentpacks (#35) * Replaced existing Gen 2 SFX with better sounding ones (no ugly reverb) Replaced MediaPlayer with NAudio(and NAudio.Vorbis) for playing music in order to fix random stopping issues. The game now directly loads .ogg files instead of the .wma/.xnb combination from before. ContentPacks are now able to replace Music and SFX again (I haven't added a menu yet for choosing ContentPacks). To make older GameModes work with current versions, you can add the GameMode property EnterType and set it to "1", this will make the game use the older 2D NewGameScreen. * Delete GameController.vb * Add gamecontroller.vb back * Fix sfx missing * Battleintro doodle now doesn't loop anymore (for no trainer) Changed the shutter sound (aka Large Door sound) to something more large door-y Made the enter sound slightly louder The enter sound now plays when going through any warp to or from an indoor map (including falling through holes) The flying sound effect is played earlier in the animation after selecting a location Changed played sound effect when using the Escape Rope to "teleport" instead of "destroy" The bump noise now also plays when bumping into something in first person Fixed small gap between the end of the intro song and the start of the main song Replaced some songs with better songs * Fixed some more intro issues * Forgot to change a thing * Fixed an error where the main music would play, ignoring the muted musicmanager. * fix indenting in musicmanager * The music player will now only start playback on a new song if the music player is not muted, fixed the end time calculation of the intro of a song after muting, Music can't be unmuted now as long as a sound effect plays that stops the music. * Fixed league restplace position, fixed sound effects sharing the volume slider of the music, sound effects are now also muted when pressing M, changed music on/off popup to audio on/off, removed bump delay in first person, added more control on whether played songs should be looping or not. * Fixed some more scripts that turn on thirdperson mode but don't check if it was on before or set it back to what it was before afterwards, also fixed a small error in creditsscreen.vb. * Fixed indenting error in musicmanager.vb, fixed an error of mine where the loopsong parameter would be seen as the playintro parameter. * Added more music commands, added quite some menu select noises, will add more later * More select sound effects! * Fix music not resuming after soundeffect * Trainer using item now plays the single_heal soundeffect * Pokémon cries now sound louder * Possibly fixing crash when playing Pokémon cry at volume higher than 0.71 * Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720. * Sound effects now sound louder * Revert "Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720." This reverts commit 8c9296ed1a82144d17f303a52c3f2e9e65a5bfea. * Fixed the cause of why the title screen music plays even when the game is muted * Tabs to spaces * Revert Co-authored-by: darkfire006 <blazer257@live.com> Co-authored-by: JappaWakkaP3D <66885565+JappaWakkaP3D@users.noreply.github.com> Co-authored-by: JappaWakkaP3D <jasper.speelman@outlook.com> Co-authored-by: Vitaly Mikhailov <personal@aragas.org>
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SoundManager.PlaySound("select")
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SetupButton()
Case 3
Fix audio engine & contentpacks (#35) * Replaced existing Gen 2 SFX with better sounding ones (no ugly reverb) Replaced MediaPlayer with NAudio(and NAudio.Vorbis) for playing music in order to fix random stopping issues. The game now directly loads .ogg files instead of the .wma/.xnb combination from before. ContentPacks are now able to replace Music and SFX again (I haven't added a menu yet for choosing ContentPacks). To make older GameModes work with current versions, you can add the GameMode property EnterType and set it to "1", this will make the game use the older 2D NewGameScreen. * Delete GameController.vb * Add gamecontroller.vb back * Fix sfx missing * Battleintro doodle now doesn't loop anymore (for no trainer) Changed the shutter sound (aka Large Door sound) to something more large door-y Made the enter sound slightly louder The enter sound now plays when going through any warp to or from an indoor map (including falling through holes) The flying sound effect is played earlier in the animation after selecting a location Changed played sound effect when using the Escape Rope to "teleport" instead of "destroy" The bump noise now also plays when bumping into something in first person Fixed small gap between the end of the intro song and the start of the main song Replaced some songs with better songs * Fixed some more intro issues * Forgot to change a thing * Fixed an error where the main music would play, ignoring the muted musicmanager. * fix indenting in musicmanager * The music player will now only start playback on a new song if the music player is not muted, fixed the end time calculation of the intro of a song after muting, Music can't be unmuted now as long as a sound effect plays that stops the music. * Fixed league restplace position, fixed sound effects sharing the volume slider of the music, sound effects are now also muted when pressing M, changed music on/off popup to audio on/off, removed bump delay in first person, added more control on whether played songs should be looping or not. * Fixed some more scripts that turn on thirdperson mode but don't check if it was on before or set it back to what it was before afterwards, also fixed a small error in creditsscreen.vb. * Fixed indenting error in musicmanager.vb, fixed an error of mine where the loopsong parameter would be seen as the playintro parameter. * Added more music commands, added quite some menu select noises, will add more later * More select sound effects! * Fix music not resuming after soundeffect * Trainer using item now plays the single_heal soundeffect * Pokémon cries now sound louder * Possibly fixing crash when playing Pokémon cry at volume higher than 0.71 * Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720. * Sound effects now sound louder * Revert "Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720." This reverts commit 8c9296ed1a82144d17f303a52c3f2e9e65a5bfea. * Fixed the cause of why the title screen music plays even when the game is muted * Tabs to spaces * Revert Co-authored-by: darkfire006 <blazer257@live.com> Co-authored-by: JappaWakkaP3D <66885565+JappaWakkaP3D@users.noreply.github.com> Co-authored-by: JappaWakkaP3D <jasper.speelman@outlook.com> Co-authored-by: Vitaly Mikhailov <personal@aragas.org>
2020-07-09 19:59:42 +02:00
SoundManager.PlaySound("select")
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ExitButton()
End Select
End If
End Sub
Private Sub InboxButton()
Core.SetScreen(New GTSInboxScreen(Me))
End Sub
Private Sub SearchButton()
Core.SetScreen(New GTSSearchScreen(Me))
End Sub
Private Sub SetupButton()
Core.SetScreen(New GTSSetupScreen(Me))
End Sub
Private Sub ExitButton()
Core.SetScreen(New TransitionScreen(Me, Me.PreScreen, Color.White, False))
End Sub
Public Shared Sub DrawStars(ByVal Value As Integer, ByVal Position As Vector2)
Dim stars As Integer = Value
Dim miniStar As Boolean = False
If stars >= 10 Then
If CStr(stars).EndsWith("5") = True Then
stars -= 5
miniStar = True
End If
stars = CInt(stars / 10)
Else
stars = 0
miniStar = True
End If
For i = 1 To stars
Dim Y As Integer = CInt(Position.Y)
Dim X As Integer = CInt(Position.X) + (i - 1) * 16
Dim IND As Integer = i
While IND > 5
Y += 18
X -= 5 * 16
IND -= 5
End While
Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), New Rectangle(X, Y, 16, 16), New Rectangle(384, 96, 16, 16), Color.White)
Next
If miniStar = True Then
Dim Y As Integer = CInt(Position.Y)
Dim X As Integer = CInt(Position.X) + stars * 16
Dim IND As Integer = stars
While IND > 4
Y += 18
X -= 5 * 16
IND -= 5
End While
Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), New Rectangle(X, Y, 16, 16), New Rectangle(368, 96, 16, 16), Color.White)
End If
End Sub
End Class
Public Class Furr
Dim Size As Single = 1.0F
Public Position As Vector2 = New Vector2(0)
Dim Speed As Single = 1.0F
Public Sub New()
'Spawn
Me.Size = Core.Random.Next(250, 1100) / 10.0F
If Core.windowSize.Width > 0 Then
If Core.Random.Next(0, 2) = 0 Then
Me.Speed = -(Core.Random.Next(2, 20) / 10.0F)
Me.Position = New Vector2(Core.windowSize.Width, Core.Random.Next(0, CInt(Core.windowSize.Height - Me.Size)))
Else
Me.Speed = (Core.Random.Next(2, 20) / 10.0F)
Me.Position = New Vector2(-Me.Size, Core.Random.Next(0, CInt(Core.windowSize.Height - Me.Size)))
End If
End If
End Sub
Public Sub New(ByVal _size As Single, ByVal _position As Vector2, ByVal _speed As Single)
Me.Size = _size
Me.Position = _position
Me.Speed = _speed
End Sub
Public Sub Update()
Me.Position.X += Me.Speed
End Sub
Public Sub Draw()
If Me.IsOutOfBorder() = False Then
Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), New Rectangle(CInt(Position.X), CInt(Position.Y), CInt(Me.Size), CInt(Me.Size)), New Rectangle(320, 96, 48, 48), Color.White)
End If
End Sub
Public Function IsOutOfBorder() As Boolean
If Core.windowSize.Width = 0 Then
Return True
End If
If Me.Speed < 0 Then
If Me.Position.X < 0.0F - Me.Size Then
Return True
End If
Else
If Me.Position.X > Core.windowSize.Width Then
Return True
End If
End If
Return False
End Function
End Class
End Namespace