private void CollectItem(ICollectable pu) { MarioSprite mSprite = sprite as MarioSprite; if (pu is Fireflower && State != MarioState.Fire) { mSprite.SetTransitionStates(MarioState.Fire); PowerUpTimer = 80; State = MarioState.Fire; } else if (pu is TNTPowerUp && State != MarioState.TNT) { mSprite.SetTransitionStates(MarioState.TNT); PowerUpTimer = 80; State = MarioState.TNT; } else if (pu is Gun && State != MarioState.Gun) { mSprite.SetTransitionStates(MarioState.Gun); PowerUpTimer = 90; State = MarioState.Gun; } else if (pu is Mushroom && State < MarioState.Big) { mSprite.SetTransitionStates(MarioState.Big); PowerUpTimer = 80; State = MarioState.Big; } else if (pu is Star) { StarTimer = 600; } else if (pu is Coin) { world.CollectCoin(pu as Coin); } else if (pu is OneUp) { world.Lives++; } pu.Kill(); }