// Start is called before the first frame update
    void Start()
    {
        sprite_Jump_Left  = sprite_jump_Left_base;
        sprite_Jump_Right = sprite_jump_Right_base;

        sprite_Stay_Left  = sprite_stay_Left_base;
        sprite_Stay_Right = sprite_stay_Right_base;

        camera       = GetComponent <Camera>();
        rigidbody    = GetComponent <Rigidbody2D>();
        spriteRender = GetComponent <SpriteRenderer>();
        animator     = GetComponent <Animator>();
        boxCollider  = GetComponent <BoxCollider2D>();

        levelController = GameObject.Find("levelController");

        is_Grounded = false;
        is_move     = false;
        is_running  = false;
        have_star   = false;
        view_right  = true;

        //  TODO
        //lives = 3;

        Mario_State = Mario_States.Small;
    }
    //---
    private void SetMarioBase()
    {
        Mario_State = Mario_States.Small;
        animator.SetInteger("Mario_State", 0);

        boxCollider.size = new Vector2(0.1f, 0.1f);

        //  Set sprites
        sprite_Jump_Left  = sprite_jump_Left_base;
        sprite_Jump_Right = sprite_jump_Right_base;
        //
        sprite_Stay_Left  = sprite_stay_Left_base;
        sprite_Stay_Right = sprite_stay_Right_base;
    }
    private void SetMarioBig()
    {
        Mario_State = Mario_States.Big;
        animator.SetInteger("Mario_State", 1);
        spriteRender.size = new Vector2(0.1f, 1.5f);

        boxCollider.size = new Vector2(0.15f, 0.32f);

        //  Set sprites
        sprite_Jump_Left  = sprite_jump_Left_Big;
        sprite_Jump_Right = sprite_jump_Right_Big;
        //
        sprite_Stay_Left  = sprite_stay_Left_Big;
        sprite_Stay_Right = sprite_stay_Right_Big;
    }
    public void PowerUp(PowerUpType powerUp)
    {
        if (powerUp == PowerUpType.Mushroom)
        {
            SetMarioBig();
        }

        if (powerUp == PowerUpType.Flower)
        {
            if (Mario_State == Mario_States.Flower)
            {
                AddPoints(1000);
            }
            else
            {
                Mario_State = Mario_States.Flower;
            }
            animator.SetInteger("Mario_State", 2);
        }
    }