public Sprite_Table(string name, string textureImage, string glowImage, string grab_sound, AssetManager assetManager, Vector2 position, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, int millisecondsPerFrame) : base(assetManager.GetTextures(textureImage), position, new Point(assetManager.GetTextures(textureImage).Width, assetManager.GetTextures(textureImage).Height), collisionOffset, currentFrame, sheetSize, speed, 0, null) { this.assetManager = assetManager; this.textureImage = assetManager.GetTextures(textureImage); this.regularImage = assetManager.GetTextures(textureImage); this.glowImage = assetManager.GetTextures(glowImage); this.grab_sound = assetManager.GetSounds(grab_sound); this.name = name; }
//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; }