public void Remove(GameConfigElement spr)
 {
     if (BaseIndexOf(spr) >= 0)
     {
         BaseRemove(spr.SpriteID);
     }
 }
        public NonBlockSpritesCollection()
        {
            // Add one level to the collection.  This is
            // not necessary; could leave the collection
            // empty until items are added to it outside
            // the constructor.
            GameConfigElement levSprite =
                (GameConfigElement)CreateNewElement();

            Add(levSprite);
        }
 public void Add(GameConfigElement spr)
 {
     BaseAdd(spr);
     // Add custom code here.
 }
 public int IndexOf(GameConfigElement spr)
 {
     return(BaseIndexOf(spr));
 }