public AItemObject(CollectableTypes collectableType, SpriteGenerator sprites, CollectableTypes type, Vector2 positie, MoveTypes movement) { this.MovementType = movement; switch (collectableType) { case CollectableTypes.BigHeart: this.sprites = sprites.GetSpriteBigHeart(6); this.Value = (int)CollectableValues.BigHeart; break; case CollectableTypes.BigDiamond: this.sprites = sprites.GetSpriteBigDiamond(6); this.Value = (int)CollectableValues.BigDiamond; break; case CollectableTypes.SmallHeart: this.sprites = sprites.GetSpriteSmallHeart(6); this.Value = (int)CollectableValues.SmallgHeart; break; case CollectableTypes.SmallDiamond: this.sprites = sprites.GetSpriteSmallDiamond(6); this.Value = (int)CollectableValues.SmallgDiamond; break; default: this.sprites = sprites.GetSpriteSmallHeart(6); this.Value = (int)CollectableValues.SmallgHeart; break; } this.Positie = positie; this.ItemType = type; this.IsCollected = false; CheckSprites(); }
public Item(CollectableTypes collectableType, SpriteGenerator sprites, CollectableTypes type, Vector2 positie, MoveTypes movement) : base(collectableType, sprites, type, positie, movement) { }