//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); }