public ParticleBase(Game_Base game, Vector2 inPosition)
     : base(game)
 {
     position = inPosition;
     myGame = game;
 }
 public ParticleRepulsor(Game_Base game, Vector2 inPosition)
     : base(game, inPosition)
 {
     mySprite = game.Content.Load<Texture2D>("Sprites\\Circle");
     drawScale = drawRadius / mySprite.Width;
 }
 public ParticleGenerator(Game_Base game, Vector2 inPosition)
     : base(game, inPosition)
 {
     particleList = new List<ParticleForce>();
 }
 public ParticleModifier(Game_Base game, Vector2 inPosition)
     : base(game,inPosition)
 {
 }
Beispiel #5
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 /// <summary>
 /// Constructs a new ParticleSystem.
 /// </summary>
 /// <param name="game">The host for this particle system. The game keeps the 
 /// content manager and sprite batch for us.</param>
 /// <param name="howManyEffects">the maximum number of particle effects that
 /// are expected on screen at once.</param>
 /// <remarks>it is tempting to set the value of howManyEffects very high.
 /// However, this value should be set to the minimum possible, because
 /// it has a large impact on the amount of memory required, and slows down the
 /// Update and Draw functions.</remarks>
 protected ParticleSystem(Game_Base game, int howManyEffects)
     : base(game)
 {
     this.game = game;
     this.howManyEffects = howManyEffects;
 }