//bubble
        //we use bubble as our "active" sprite
        public Sprite_Customer(string name, CustomerAsset asset, AssetManager assetManager, int level,
            int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed,
            int millisecondsPerFrame, SoundEffect collision_sound)
            : base(assetManager.GetTextures(asset.Bubble_file), asset.vBubble,
            new Point(assetManager.GetTextures(asset.Bubble_file).Width, assetManager.GetTextures(asset.Bubble_file).Height),
            collisionOffset, currentFrame, sheetSize, speed, 0, collision_sound)
        {
            this.name = name;
            this.asset = asset;
            this.assetManager = assetManager;
            this.level = level;
            this.my_customer = new Customer(this.Order(), level);

            //we use this because assets require scaling....
            RECT_CUSTOMER.X = (int)asset.vCustomer.X;
            RECT_CUSTOMER.Y = (int)asset.vCustomer.Y;
            RECT_ORDER.X = (int)asset.vOrder.X;
            RECT_ORDER.Y = (int)asset.vOrder.Y;
            RECT_BUBBLE.X = (int)asset.vBubble.X;
            RECT_BUBBLE.Y = (int)asset.vBubble.Y;
        }
 public void AddCustomerAsset(CustomerAsset asset)
 {
     CustomerMap.Add(asset.Orientation, asset);
 }