//Strategypattern omg, ziek vet public void CreateParticleEffect(EffectType ef, Vector2 pos, int ptCount) { ParticleEffect pe = new ParticleEffect(2.5f); switch (ef) { case EffectType.GroundSlam: for (int i = 0; i < ptCount; i++) { pe.Add(new GroundSlamParticle(pos, RandomDir() * (random.Next() % 2 + 3), triangleTex, new Color(227, 198, 118), random)); //0xE8B969 } break; case EffectType.GetHit: for (int i = 0; i < ptCount; i++) { pe.Add(new GroundSlamParticle(pos, RandomDir() * (random.Next() % 2 + 3), triangleTex, new Color(169, 24, 27), random)); //0xE8B969 } break; } partEffects.Add(pe); }