public void LoadEvents()
        {
            // Specify the particle initialization function
            ParticleInitializationFunction = InitializeParticleShockwave;

            // Setup the behaviors that the particles should have
            ParticleEvents.RemoveAllEvents();
            ParticleEvents.AddEveryTimeEvent(UpdateParticleWidthAndHeightUsingLerp);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleTransparencyWithQuickFadeInAndSlowFadeOut, 100);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleTransparencyToBeMoreTransparent, 101);

            // Setup the emitter
            Emitter.PositionData.Position      = new Vector3(0, 25, 0);
            Emitter.ParticlesPerSecond         = 10000;
            Emitter.EmitParticlesAutomatically = false;             // We will call the Explode() function to release a burst of particles instead of always emitting them

            // Set the default explosion settings
            ShockwaveColor                 = new Color(255, 120, 0);
            ShockwaveSize                  = 300;
            ShockwaveDuration              = 0.5f;
            ShockwaveTransparency          = 0.25f;
            ShockwaveXAxisEnabled          = true;
            ShockwaveYAxisEnabled          = true;
            ShockwaveZAxisEnabled          = true;
            ShockwaveXYAxisEnabled         = true;
            ShockwaveXZAxisEnabled         = true;
            ShockwaveYZAxisEnabled         = true;
            ShockwaveXYNegativeAxisEnabled = true;
            ShockwaveXZNegativeAxisEnabled = true;
            ShockwaveYZNegativeAxisEnabled = true;
        }
Ejemplo n.º 2
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        /// <summary>
        /// Load the Particle System Events and any other settings
        /// </summary>
        public void LoadParticleSystem()
        {
            //-----------------------------------------------------------
            // TODO: Setup the Particle System to achieve the desired result.
            // You may change all of the code in this function. It is just
            // provided to show you how to setup a simple particle system.
            //-----------------------------------------------------------

            // Set the Function to use to Initialize new Particles
            ParticleInitializationFunction = InitializeParticleProperties;

            // Remove all Events first so that none are added twice if this function is called again
            ParticleEvents.RemoveAllEvents();
            ParticleSystemEvents.RemoveAllEvents();

            // Make the Particles move according to their Velocity
            ParticleEvents.AddEveryTimeEvent(UpdateParticlePositionUsingVelocity);

            // Set the Particle System's Emitter to toggle on and off every 0.5 seconds
            ParticleSystemEvents.LifetimeData.EndOfLifeOption = CParticleSystemEvents.EParticleSystemEndOfLifeOptions.Repeat;
            ParticleSystemEvents.LifetimeData.Lifetime        = 1.0f;
            ParticleSystemEvents.AddTimedEvent(0.0f, UpdateParticleSystemEmitParticlesAutomaticallyOn);
            ParticleSystemEvents.AddTimedEvent(0.5f, UpdateParticleSystemEmitParticlesAutomaticallyOff);

            // Setup the Emitter so Particles come from the bottom center of the screen
            Emitter.ParticlesPerSecond    = 25;
            Emitter.PositionData.Position = new Vector3((GraphicsDevice.Viewport.Width / 2) - (mfSizeMax / 2), GraphicsDevice.Viewport.Height - mfSizeMax, 0);
        }
Ejemplo n.º 3
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        /// <summary>
        /// Load the Particle System Events and any other settings
        /// </summary>
        public void LoadParticleSystem()
        {
            //-----------------------------------------------------------
            // TODO: Setup the Particle System to achieve the desired result.
            // You may change all of the code in this function. It is just
            // provided to show you how to setup a simple particle system.
            //-----------------------------------------------------------

            // Set the Function to use to Initialize new Particles
            ParticleInitializationFunction = InitializeParticleProperties;

            // Remove all Events first so that none are added twice if this function is called again
            ParticleEvents.RemoveAllEvents();
            ParticleSystemEvents.RemoveAllEvents();

            // Make the Particles move according to their Velocity, and orient them to face the Camera
            ParticleEvents.AddEveryTimeEvent(UpdateParticlePositionUsingVelocity);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleToFaceTheCamera, 1000);
            // Set the Particle System's Emitter to toggle on and off every 0.5 seconds
            //ParticleSystemEvents.LifetimeData.EndOfLifeOption = CParticleSystemEvents.EParticleSystemEndOfLifeOptions.Repeat;
            //ParticleSystemEvents.LifetimeData.Lifetime = 1.0f;
            //ParticleSystemEvents.AddTimedEvent(0.0f, UpdateParticleSystemEmitParticlesAutomaticallyOn);
            //ParticleSystemEvents.AddTimedEvent(0.5f, UpdateParticleSystemEmitParticlesAutomaticallyOff);

            // Setup the Emitter
            Emitter.EmitParticlesAutomatically = false;
            Emitter.ParticlesPerSecond         = 100;
            Emitter.PositionData.Position      = new Vector3(0, 0, 0);
            addIndiParticle(false);
            addIndiParticle(true);
        }
Ejemplo n.º 4
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        public void LoadSnowEvents()
        {
            ParticleInitializationFunction = InitializeParticleSnow;

            ParticleEvents.RemoveAllEvents();
            ParticleEvents.AddEveryTimeEvent(UpdateParticlePositionUsingExternalForce, 100);
            ParticleEvents.AddEveryTimeEvent(UpdateParticlePositionAndVelocityUsingAcceleration, 500);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleRotationUsingRotationalVelocity, 500);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleDieOnceGroundIsHit, 1000);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleChangeVelocityAndRotation);
        }
Ejemplo n.º 5
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        public void LoadSmokeEvents()
        {
            ParticleInitializationFunction = InitializeParticleRisingSmoke;

            ParticleEvents.RemoveAllEvents();
            ParticleEvents.AddEveryTimeEvent(UpdateParticlePositionAndVelocityUsingAcceleration, 500);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleRotationUsingRotationalVelocity);
            ParticleEvents.AddEveryTimeEvent(UpdateColor);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleTransparencyWithQuickFadeInAndSlowFadeOut, 100);
            ParticleEvents.AddEveryTimeEvent(IncreaseSizeBasedOnLifetime);
        }
        public void LoadCloudEvents()
        {
            Name = "Sprite Cloud";
            SetTexture("Textures/Smoke");

            RemoveAllParticles();
            MaxNumberOfParticlesAllowed = 1000;

            ParticleInitializationFunction = InitializeParticleUsingInitialProperties;

            ParticleEvents.RemoveAllEvents();
            ParticleEvents.AddEveryTimeEvent(UpdateParticlePositionAndVelocityUsingAcceleration, 500);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleRotationAndRotationalVelocityUsingRotationalAcceleration);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleWidthAndHeightUsingLerp);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleColorUsingLerp);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleTransparencyToFadeOutUsingLerp, 100);

            Emitter.PositionData.Position = new Vector3(miScreenWidth / 2, miScreenHeight / 2, 0);
            AttractorMode             = EAttractorModes.None;
            msAttractorPosition       = new Vector3(miScreenWidth / 2, miScreenHeight / 2, 0);
            mfAttractorAffectDistance = 300;

            InitialProperties.LifetimeMin     = 3.0f;
            InitialProperties.LifetimeMax     = 3.0f;
            InitialProperties.PositionMin     = Vector3.Zero;
            InitialProperties.PositionMax     = Vector3.Zero;
            InitialProperties.VelocityMin     = new Vector3(-50, -50, -50);
            InitialProperties.VelocityMax     = new Vector3(50, 50, 50);
            InitialProperties.AccelerationMin = Vector3.Zero;
            InitialProperties.AccelerationMax = Vector3.Zero;
            InitialProperties.StartColorMin   = Color.Red;
            InitialProperties.StartColorMax   = Color.White;
            InitialProperties.EndColorMin     = Color.Blue;
            InitialProperties.EndColorMax     = Color.White;
            InitialProperties.InterpolateBetweenMinAndMaxColors = false;
            InitialProperties.StartWidthMin             = 10.0f;
            InitialProperties.StartWidthMax             = 30.0f;
            InitialProperties.StartHeightMin            = InitialProperties.StartWidthMin;
            InitialProperties.StartHeightMax            = InitialProperties.StartWidthMax;
            InitialProperties.EndWidthMin               = 50.0f;
            InitialProperties.EndWidthMax               = 70.0f;
            InitialProperties.EndHeightMin              = InitialProperties.EndWidthMin;
            InitialProperties.EndHeightMax              = InitialProperties.EndWidthMax;
            InitialProperties.RotationMin               = 0.0f;
            InitialProperties.RotationMax               = MathHelper.Pi;
            InitialProperties.RotationalVelocityMin     = -MathHelper.Pi;
            InitialProperties.RotationalVelocityMax     = MathHelper.Pi;
            InitialProperties.RotationalAccelerationMin = -MathHelper.PiOver2;
            InitialProperties.RotationalAccelerationMax = MathHelper.PiOver2;
            InitialProperties.FrictionMin               = mfGravity;
            InitialProperties.FrictionMax               = mfGravity;
        }
        public void LoadGridEvents()
        {
            Name = "Sprite Grid";
            SetTexture("Textures/WhiteSquare");

            RemoveAllParticles();
            miRows    = 20;
            miColumns = 20;
            MaxNumberOfParticlesAllowed = miRows + miColumns;

            ParticleInitializationFunction = InitializeParticleGrid;

            ParticleEvents.RemoveAllEvents();
        }
        public void LoadRotatorsEvents()
        {
            Name = "Sprite Rotators";
            SetTexture("Textures/Bubble");

            RemoveAllParticles();
            miRows    = 3;
            miColumns = 3;
            MaxNumberOfParticlesAllowed = miRows * miColumns;

            ParticleInitializationFunction = InitializeParticleRotators;

            ParticleEvents.RemoveAllEvents();
            ParticleEvents.AddEveryTimeEvent(UpdateParticleRotateParticleAroundPivotPoint);
        }
Ejemplo n.º 9
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        public override void LoadParticleSystem()
        {
            ParticleInitializationFunction = InitializeParticleUsingInitialProperties;

            InitialProperties.LifetimeMin = .2f;
            InitialProperties.LifetimeMax = .6f;
            InitialProperties.PositionMin = Vector3.Zero;
            InitialProperties.PositionMax = Vector3.Zero;
            InitialProperties.VelocityMin = direction * new Vector3(power * 20, -power * 20, 0);
            InitialProperties.VelocityMax = direction * new Vector3(power * 100, -power * 100, 0);
            InitialProperties.RotationMin = (float)-Math.PI;
            InitialProperties.RotationMax = (float)Math.PI;
            InitialProperties.RotationalVelocityMin = 0;
            InitialProperties.RotationalVelocityMax = 0;
            InitialProperties.StartWidthMin = 5;
            InitialProperties.StartWidthMax = 10;
            InitialProperties.StartHeightMin = 5;
            InitialProperties.StartHeightMax = 10;
            InitialProperties.EndWidthMin = 30;
            InitialProperties.EndWidthMax = 40;
            InitialProperties.EndHeightMin = 30;
            InitialProperties.EndHeightMax = 40;
            InitialProperties.StartColorMin = Color.Gray;
            InitialProperties.StartColorMax = Color.Gray;
            InitialProperties.EndColorMin = Color.White;
            InitialProperties.EndColorMax = Color.White;
            InitialProperties.FrictionMin = 100;
            InitialProperties.FrictionMax = 200;

            ParticleEvents.RemoveAllEvents();
            ParticleSystemEvents.RemoveAllEvents();

            ParticleEvents.AddEveryTimeEvent(UpdateParticlePositionUsingVelocity);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleRotationUsingRotationalVelocity);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleWidthAndHeightUsingLerp);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleColorUsingLerp);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleTransparencyToFadeInUsingLerp, 100);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleTransparencyToFadeOutUsingLerp, 100);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleVelocityUsingFriction, 100);

            ParticleSystemEvents.LifetimeData.EndOfLifeOption = CParticleSystemEvents.EParticleSystemEndOfLifeOptions.Destroy;
            ParticleSystemEvents.LifetimeData.Lifetime = .6f;
            ParticleSystemEvents.AddTimedEvent(0.0f, UpdateParticleSystemEmitParticlesAutomaticallyOn);
            ParticleSystemEvents.AddTimedEvent(0.1f, UpdateParticleSystemEmitParticlesAutomaticallyOff);

            Emitter.ParticlesPerSecond = 100;
            Emitter.PositionData.Position = position;
        }
Ejemplo n.º 10
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        public override void LoadParticleSystem()
        {
            ParticleInitializationFunction = InitializeParticleUsingInitialProperties;

            InitialProperties.LifetimeMin           = .4f;
            InitialProperties.LifetimeMax           = 1.0f;
            InitialProperties.PositionMin           = new Vector3(-20, 0, 0);
            InitialProperties.PositionMax           = new Vector3(20, 20, 0);
            InitialProperties.VelocityMin           = new Vector3(0, -20, 0);
            InitialProperties.VelocityMax           = new Vector3(0, -60, 0);
            InitialProperties.RotationMin           = (float)-Math.PI / 8;
            InitialProperties.RotationMax           = (float)Math.PI / 8;
            InitialProperties.RotationalVelocityMin = 0;
            InitialProperties.RotationalVelocityMax = 0;
            InitialProperties.StartWidthMin         = 0;
            InitialProperties.StartWidthMax         = 10;
            InitialProperties.StartHeightMin        = 0;
            InitialProperties.StartHeightMax        = 10;
            InitialProperties.EndWidthMin           = 30;
            InitialProperties.EndWidthMax           = 40;
            InitialProperties.EndHeightMin          = 20;
            InitialProperties.EndHeightMax          = 40;
            InitialProperties.StartColorMin         = cloudColor;
            InitialProperties.StartColorMax         = cloudColor;
            InitialProperties.EndColorMin           = cloudColor;
            InitialProperties.EndColorMax           = cloudColor;

            ParticleEvents.RemoveAllEvents();
            ParticleSystemEvents.RemoveAllEvents();

            ParticleEvents.AddEveryTimeEvent(UpdateParticlePositionUsingVelocity);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleRotationUsingRotationalVelocity);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleWidthAndHeightUsingLerp);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleColorUsingLerp);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleTransparencyToFadeInUsingLerp, 100);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleTransparencyToFadeOutUsingLerp, 100);

            ParticleSystemEvents.LifetimeData.EndOfLifeOption = CParticleSystemEvents.EParticleSystemEndOfLifeOptions.Repeat;
            ParticleSystemEvents.LifetimeData.Lifetime        = 1.0f;
            ParticleSystemEvents.AddTimedEvent(0.0f, UpdateParticleSystemEmitParticlesAutomaticallyOn);
            ParticleSystemEvents.AddTimedEvent(0.6f, UpdateParticleSystemEmitParticlesAutomaticallyOff);

            Emitter.ParticlesPerSecond    = particlesPerSecond;
            Emitter.PositionData.Position = position;
        }
Ejemplo n.º 11
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        public override void LoadParticleSystem()
        {
            ParticleInitializationFunction = InitializeParticleUsingInitialProperties;

            InitialProperties.LifetimeMin           = .1f;
            InitialProperties.LifetimeMax           = .3f;
            InitialProperties.PositionMin           = new Vector3(0, 0, 0);
            InitialProperties.PositionMax           = new Vector3(0, 0, 0);
            InitialProperties.VelocityMin           = direction * new Vector3(-200, -100, 0);
            InitialProperties.VelocityMax           = direction * new Vector3(-50, -10, 0);
            InitialProperties.RotationMin           = -MathHelper.Pi;
            InitialProperties.RotationMax           = MathHelper.Pi;
            InitialProperties.RotationalVelocityMin = -MathHelper.Pi;
            InitialProperties.RotationalVelocityMax = MathHelper.Pi;
            InitialProperties.StartWidthMin         = 5;
            InitialProperties.StartWidthMax         = 5;
            InitialProperties.StartHeightMin        = 5;
            InitialProperties.StartHeightMax        = 5;
            InitialProperties.EndWidthMin           = 5;
            InitialProperties.EndWidthMax           = 5;
            InitialProperties.EndHeightMin          = 5;
            InitialProperties.EndHeightMax          = 5;
            InitialProperties.StartColorMin         = Color.White;
            InitialProperties.StartColorMax         = Color.White;
            InitialProperties.EndColorMin           = Color.White;
            InitialProperties.EndColorMax           = Color.White;

            ParticleEvents.RemoveAllEvents();
            ParticleSystemEvents.RemoveAllEvents();

            ParticleEvents.AddEveryTimeEvent(UpdateParticlePositionUsingVelocity);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleRotationUsingRotationalVelocity);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleWidthAndHeightUsingLerp);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleColorUsingLerp);

            ParticleEvents.AddEveryTimeEvent(UpdateParticleTransparencyToFadeOutUsingLerp, 100);

            ParticleSystemEvents.LifetimeData.EndOfLifeOption = CParticleSystemEvents.EParticleSystemEndOfLifeOptions.Destroy;
            ParticleSystemEvents.LifetimeData.Lifetime        = .4f;
            ParticleSystemEvents.AddTimedEvent(0.0f, UpdateParticleSystemEmitParticlesAutomaticallyOn);
            ParticleSystemEvents.AddTimedEvent(0.1f, UpdateParticleSystemEmitParticlesAutomaticallyOff);

            Emitter.ParticlesPerSecond    = 2000;
            Emitter.PositionData.Position = position;
        }
Ejemplo n.º 12
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        public override void LoadParticleSystem()
        {
            ParticleInitializationFunction = InitializeParticleUsingInitialProperties;

            InitialProperties.LifetimeMin           = 1.0f;
            InitialProperties.LifetimeMax           = 10.0f;
            InitialProperties.PositionMin           = Vector3.Zero;
            InitialProperties.PositionMax           = Vector3.Zero;
            InitialProperties.VelocityMin           = Vector3.Zero;
            InitialProperties.VelocityMax           = Vector3.Zero;
            InitialProperties.RotationMin           = 0.0f;
            InitialProperties.RotationMax           = 0.0f;
            InitialProperties.RotationalVelocityMin = rotationSpeed;
            InitialProperties.RotationalVelocityMax = rotationSpeed;
            InitialProperties.StartWidthMin         = 250;
            InitialProperties.StartWidthMax         = 250;
            InitialProperties.StartHeightMin        = 250;
            InitialProperties.StartHeightMax        = 250;
            InitialProperties.EndWidthMin           = 250;
            InitialProperties.EndWidthMax           = 250;
            InitialProperties.EndHeightMin          = 250;
            InitialProperties.EndHeightMax          = 250;
            InitialProperties.StartColorMin         = Color.White;
            InitialProperties.StartColorMax         = Color.White;
            InitialProperties.EndColorMin           = Color.White;
            InitialProperties.EndColorMax           = Color.White;

            ParticleEvents.RemoveAllEvents();
            ParticleSystemEvents.RemoveAllEvents();

            ParticleEvents.AddEveryTimeEvent(UpdateParticlePositionUsingVelocity);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleRotationUsingRotationalVelocity);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleWidthAndHeightUsingLerp);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleColorUsingLerp);

            ParticleEvents.AddEveryTimeEvent(UpdateParticleTransparencyToFadeOutUsingLerp, 100);

            ParticleSystemEvents.LifetimeData.EndOfLifeOption = CParticleSystemEvents.EParticleSystemEndOfLifeOptions.Destroy;
            ParticleSystemEvents.LifetimeData.Lifetime        = 1.0f;
            ParticleSystemEvents.AddTimedEvent(0.0f, UpdateParticleSystemEmitParticlesAutomaticallyOn);
            ParticleSystemEvents.AddTimedEvent(1.0f, UpdateParticleSystemEmitParticlesAutomaticallyOff);

            Emitter.ParticlesPerSecond    = 100;
            Emitter.PositionData.Position = position;
        }
Ejemplo n.º 13
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        public override void LoadParticleSystem()
        {
            ParticleInitializationFunction = InitializeParticleUsingInitialProperties;

            InitialProperties.LifetimeMin           = 1;
            InitialProperties.LifetimeMax           = 20;
            InitialProperties.PositionMin           = Vector3.Zero;
            InitialProperties.PositionMax           = Vector3.Zero;
            InitialProperties.VelocityMin           = new Vector3(-20, 20, 0);
            InitialProperties.VelocityMax           = new Vector3(20, 100, 0);
            InitialProperties.RotationMin           = 0.0f;
            InitialProperties.RotationMax           = 0.0f;
            InitialProperties.RotationalVelocityMin = -MathHelper.Pi;
            InitialProperties.RotationalVelocityMax = MathHelper.Pi;
            InitialProperties.StartWidthMin         = 5;
            InitialProperties.StartWidthMax         = 20;
            InitialProperties.StartHeightMin        = 5;
            InitialProperties.StartHeightMax        = 20;
            InitialProperties.EndWidthMin           = 0;
            InitialProperties.EndWidthMax           = 10;
            InitialProperties.EndHeightMin          = 0;
            InitialProperties.EndHeightMax          = 10;
            InitialProperties.StartColorMin         = Color.Black;
            InitialProperties.StartColorMax         = Color.White;
            InitialProperties.EndColorMin           = Color.Black;
            InitialProperties.EndColorMax           = Color.White;

            ParticleEvents.RemoveAllEvents();
            ParticleSystemEvents.RemoveAllEvents();

            ParticleEvents.AddEveryTimeEvent(UpdateParticlePositionUsingVelocity);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleRotationUsingRotationalVelocity);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleWidthAndHeightUsingLerp);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleColorUsingLerp);

            ParticleEvents.AddEveryTimeEvent(UpdateParticleTransparencyToFadeOutUsingLerp, 100);

            ParticleSystemEvents.LifetimeData.EndOfLifeOption = CParticleSystemEvents.EParticleSystemEndOfLifeOptions.Destroy;
            ParticleSystemEvents.LifetimeData.Lifetime        = 20;
            ParticleSystemEvents.AddTimedEvent(0.0f, UpdateParticleSystemEmitParticlesAutomaticallyOn);
            ParticleSystemEvents.AddTimedEvent(.6f, UpdateParticleSystemEmitParticlesAutomaticallyOff);

            Emitter.ParticlesPerSecond    = DPSFHelper.RandomNumberBetween(100, 2000);
            Emitter.PositionData.Position = position;
        }
Ejemplo n.º 14
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        public void LoadLargeExplosion()
        {
            // Specify the particle initialization function
            ParticleInitializationFunction = InitializeParticleExplosion;

            // Setup the behaviors that the particles should have
            ParticleEvents.RemoveAllEvents();

            // Setup the emitter
            Emitter.PositionData.Position      = new Vector3(0, 25, 0);
            Emitter.ParticlesPerSecond         = 10000;
            Emitter.EmitParticlesAutomatically = false; // We will call the Explode() function to release a burst of particles instead of always emitting them

            // Set the default explosion settings
            ExplosionColor        = new Color(255, 120, 0);
            ExplosionParticleSize = 10;
            ExplosionIntensity    = 20;
        }
        public void LoadAttractionEvents()
        {
            Name = "Sprite Force";
            SetTexture("Textures/Particle");

            RemoveAllParticles();
            MaxNumberOfParticlesAllowed = 1500;

            ParticleInitializationFunction = InitializeParticleAttraction;

            ParticleEvents.RemoveAllEvents();
            ParticleEvents.AddEveryTimeEvent(UpdateParticleVelocityUsingExternalForce, 100);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleVelocityUsingFriction, 200);
            ParticleEvents.AddEveryTimeEvent(UpdateParticlePositionAndVelocityUsingAcceleration, 500);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleKeepParticleOnScreen, 1000);

            AttractorMode             = EAttractorModes.Attract;
            mfAttractorAffectDistance = 200;
        }
Ejemplo n.º 16
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        public void LoadEvents()
        {
            // Specify the particle initialization function
            ParticleInitializationFunction = InitializeParticleExplosion;

            // Setup the behaviours that the particles should have
            ParticleEvents.RemoveAllEvents();
            ParticleEvents.AddEveryTimeEvent(UpdateParticleTransparencyWithQuickFadeInAndSlowFadeOut, 100);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleFlashSize);

            // Setup the emitter
            Emitter.PositionData.Position      = new Vector3(0, 50, 0);
            Emitter.ParticlesPerSecond         = 10000;
            Emitter.EmitParticlesAutomatically = false; // We will call the Explode() function to release a burst of particles instead of always emitting them

            // Set the default explosion settings
            ExplosionColor        = new Color(255, 120, 0);
            ExplosionParticleSize = 70;
            ExplosionIntensity    = 5;
        }
Ejemplo n.º 17
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        public override void LoadParticleSystem()
        {
            ParticleInitializationFunction = InitializeParticleProperties;

            ParticleEvents.RemoveAllEvents();
            ParticleSystemEvents.RemoveAllEvents();

            ParticleEvents.AddEveryTimeEvent(UpdateParticlePositionUsingVelocity);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleRotationUsingRotationalVelocity);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleColorUsingLerp);

            ParticleEvents.AddEveryTimeEvent(UpdateParticleTransparencyToFadeOutUsingLerp, 100);

            ParticleSystemEvents.LifetimeData.EndOfLifeOption = CParticleSystemEvents.EParticleSystemEndOfLifeOptions.Destroy;
            ParticleSystemEvents.LifetimeData.Lifetime        = DPSFHelper.RandomNumberBetween(0.5f, 2.0f);
            ParticleSystemEvents.AddTimedEvent(0.0f, UpdateParticleSystemEmitParticlesAutomaticallyOn);
            ParticleSystemEvents.AddTimedEvent(.2f, UpdateParticleSystemEmitParticlesAutomaticallyOff);

            Emitter.ParticlesPerSecond    = DPSFHelper.RandomNumberBetween(100, 2000);
            Emitter.PositionData.Position = position;
        }
Ejemplo n.º 18
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        public override void LoadParticleSystem()
        {
            ParticleInitializationFunction = InitializeParticleProperties;

            ParticleEvents.RemoveAllEvents();
            ParticleSystemEvents.RemoveAllEvents();

            ParticleEvents.AddEveryTimeEvent(UpdateParticlePositionUsingVelocity);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleRotationUsingRotationalVelocity);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleColorUsingLerp);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleTransparencyToFadeOutUsingLerp, 100);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleVelocityUsingFriction);

            ParticleSystemEvents.LifetimeData.EndOfLifeOption = CParticleSystemEvents.EParticleSystemEndOfLifeOptions.Repeat;
            ParticleSystemEvents.LifetimeData.Lifetime        = lifeTime;
            ParticleSystemEvents.AddTimedEvent(0.0f, UpdateParticleSystemEmitParticlesAutomaticallyOn);
            ParticleSystemEvents.AddTimedEvent(.1f, UpdateParticleSystemEmitParticlesAutomaticallyOff);

            Emitter.ParticlesPerSecond = 9999;

            Emitter.PositionData.Position = position;
        }
Ejemplo n.º 19
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        /// <summary>
        /// Load the Particle System Events and any other settings.
        /// </summary>
        public void LoadParticleSystem()
        {
            // Set the Particle Initialization Function, as it can be changed on the fly
            // and we want to make sure we are using the right one to start with to start with.
            ParticleInitializationFunction = InitializeParticleProperties;

            // Remove all Events first so that none are added twice if this function is called again
            ParticleEvents.RemoveAllEvents();
            ParticleSystemEvents.RemoveAllEvents();

            // Setup the Emitter
            Emitter.ParticlesPerSecond = 100;
            //Emitter.PositionData.Position = new Vector3(-100, 50, 0);

            // Allow the Particle's Velocity, Rotational Velocity, Color, and Transparency to be updated each frame
            ParticleEvents.AddEveryTimeEvent(UpdateParticlePositionUsingVelocity);

            // This function must be executed after the Color Lerp function as the Color Lerp will overwrite the Color's
            // Transparency value, so we give this function an Execution Order of 100 to make sure it is executed last.
            ParticleEvents.AddEveryTimeEvent(UpdateParticleTransparencyToFadeOutUsingLerp, 100);

            // Update the particle to face the camera. Do this after updating it's rotation/orientation.
            ParticleEvents.AddEveryTimeEvent(UpdateParticleToFaceTheCamera, 200);

            ParticleEvents.AddEveryTimeEvent(CheckDistance, 200);
            ParticleSystemEvents.AddTimedEvent(TotalTimeInSeconds, MarkComplete);

            // Call function to add Magnet Particle Event
            ToogleMagnetsAffectPositionOrVelocity();

            // Specify to use the Point Magnet by default
            MagnetList.Clear();

            MagnetList.Add(new MagnetPoint(DestionationPosition,
                                           MagnetsMode, MagnetsDistanceFunction,
                                           _minDistance, _maxDistance, MagnetsForce, 0));
        }
Ejemplo n.º 20
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        /// <summary>
        /// Load the Particle System Events and any other settings
        /// </summary>
        public void LoadParticleSystem()
        {
            //-----------------------------------------------------------
            // TODO: Setup the Particle System to achieve the desired result.
            // You may change all of the code in this function. It is just
            // provided to show you how to setup a simple particle system.
            //-----------------------------------------------------------

            // Set the Function to use to Initialize new Particles.
            // The Default Templates include a Particle Initialization Function called
            // InitializeParticleUsingInitialProperties, which initializes new Particles
            // according to the settings in the InitialProperties object (see further below).
            // You can also create your own Particle Initialization Functions as well, as shown with
            // the InitializeParticleProperties function below.
            ParticleInitializationFunction = InitializeParticleUsingInitialProperties;
            //ParticleInitializationFunction = InitializeParticleProperties;

            // Setup the Initial properties of the Particles.
            // These are only applied if using InitializeParticleUsingInitialProperties
            // as the Particle Initialization Function.
            InitialProperties.LifetimeMin           = 2.0f;
            InitialProperties.LifetimeMax           = 2.0f;
            InitialProperties.PositionMin           = Vector3.Zero;
            InitialProperties.PositionMax           = Vector3.Zero;
            InitialProperties.VelocityMin           = new Vector3(-50, 50, -50);
            InitialProperties.VelocityMax           = new Vector3(50, 100, 50);
            InitialProperties.RotationMin           = new Vector3(0, 0, 0);
            InitialProperties.RotationMax           = new Vector3(0, 0, MathHelper.Pi);
            InitialProperties.RotationalVelocityMin = new Vector3(0, 0, -MathHelper.Pi);
            InitialProperties.RotationalVelocityMax = new Vector3(0, 0, MathHelper.Pi);
            InitialProperties.StartWidthMin         = 10;
            InitialProperties.StartWidthMax         = 40;
            InitialProperties.StartHeightMin        = 10;
            InitialProperties.StartHeightMax        = 40;
            InitialProperties.EndWidthMin           = 30;
            InitialProperties.EndWidthMax           = 30;
            InitialProperties.EndHeightMin          = 30;
            InitialProperties.EndHeightMax          = 30;
            InitialProperties.StartColorMin         = Color.Black;
            InitialProperties.StartColorMax         = Color.White;
            InitialProperties.EndColorMin           = Color.Black;
            InitialProperties.EndColorMax           = Color.White;

            // Remove all Events first so that none are added twice if this function is called again
            ParticleEvents.RemoveAllEvents();
            ParticleSystemEvents.RemoveAllEvents();

            // Allow the Particle's Position, Rotation, Width and Height, Color, Transparency, and Orientation to be updated each frame
            ParticleEvents.AddEveryTimeEvent(UpdateParticlePositionUsingVelocity);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleRotationUsingRotationalVelocity);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleWidthAndHeightUsingLerp);
            ParticleEvents.AddEveryTimeEvent(UpdateParticleColorUsingLerp);

            // This function must be executed after the Color Lerp function as the Color Lerp will overwrite the Color's
            // Transparency value, so we give this function an Execution Order of 100 to make sure it is executed last.
            ParticleEvents.AddEveryTimeEvent(UpdateParticleTransparencyToFadeOutUsingLerp, 100);

            // Update the particle to face the camera. Do this after updating it's rotation/orientation.
            ParticleEvents.AddEveryTimeEvent(UpdateParticleToFaceTheCamera, 200);

            // Set the Particle System's Emitter to toggle on and off every 0.5 seconds
            ParticleSystemEvents.LifetimeData.EndOfLifeOption = CParticleSystemEvents.EParticleSystemEndOfLifeOptions.Repeat;
            ParticleSystemEvents.LifetimeData.Lifetime        = 1.0f;
            ParticleSystemEvents.AddTimedEvent(0.0f, UpdateParticleSystemEmitParticlesAutomaticallyOn);
            ParticleSystemEvents.AddTimedEvent(0.5f, UpdateParticleSystemEmitParticlesAutomaticallyOff);

            // Setup the Emitter
            Emitter.ParticlesPerSecond    = 50;
            Emitter.PositionData.Position = new Vector3(0, 0, 0);
        }
Ejemplo n.º 21
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        /// <summary>
        /// Load the Particle System Events and any other settings
        /// </summary>
        public void LoadParticleSystem()
        {
            //-----------------------------------------------------------
            // TODO: Setup the Particle System to achieve the desired result.
            // You may change all of the code in this function. It is just
            // provided to show you how to setup a simple particle system.
            //-----------------------------------------------------------

            // Set the Function to use to Initialize new Particles.
            // The Default Templates include a Particle Initialization Function called
            // InitializeParticleUsingInitialProperties, which initializes new Particles
            // according to the settings in the InitialProperties object (see further below).
            // You can also create your own Particle Initialization Functions as well, as shown with
            // the InitializeParticleProperties function below.
            ParticleInitializationFunction = InitializeParticleUsingInitialProperties;
            //ParticleInitializationFunction = InitializeParticleProperties;

            // Setup the Initial Properties of the Particles.
            // These are only applied if using InitializeParticleUsingInitialProperties
            // as the Particle Initialization Function.
            topVelocity = new Vector3(0, 0, 0);
            lowVelocity = new Vector3(0, 0, 0);
            InitialProperties.LifetimeMin           = 0.2f;
            InitialProperties.LifetimeMax           = 0.22f;
            InitialProperties.PositionMin           = Vector3.Zero;
            InitialProperties.PositionMax           = Vector3.Zero;
            InitialProperties.VelocityMin           = lowVelocity;
            InitialProperties.VelocityMax           = topVelocity;
            InitialProperties.RotationMin           = 0;
            InitialProperties.RotationMax           = 0;
            InitialProperties.RotationalVelocityMin = 0;
            InitialProperties.RotationalVelocityMax = 0;
            InitialProperties.StartWidthMin         = size;
            InitialProperties.StartWidthMax         = size;
            InitialProperties.StartHeightMin        = size;
            InitialProperties.StartHeightMax        = size;
            InitialProperties.EndWidthMin           = size;
            InitialProperties.EndWidthMax           = size;
            InitialProperties.EndHeightMin          = size;
            InitialProperties.EndHeightMax          = size;
            InitialProperties.StartColorMin         = Color.White;
            InitialProperties.StartColorMax         = Color.White;
            InitialProperties.EndColorMin           = Color.Green;
            InitialProperties.EndColorMax           = Color.Green;

            // Remove all Events first so that none are added twice if this function is called again
            ParticleEvents.RemoveAllEvents();
            ParticleSystemEvents.RemoveAllEvents();

            // Allow the Particle's Position, Rotation, Width and Height, Color, Transparency, and Orientation to be updated each frame
            ParticleEvents.AddEveryTimeEvent(UpdateParticlePosition);
            //ParticleEvents.AddEveryTimeEvent(UpdateParticleRotationUsingRotationalVelocity);
            //ParticleEvents.AddEveryTimeEvent(UpdateParticleWidthAndHeightUsingLerp);
            //ParticleEvents.AddEveryTimeEvent(UpdateParticleColorUsingLerp);

            ParticleEvents.AddEveryTimeEvent(UpdateParticleTransparencyWithQuickFadeInAndSlowFadeOut, 100);
            // Setup the Emitter
            Emitter.ParticlesPerSecond         = 500;
            Emitter.EmitParticlesAutomatically = false;
            Emitter.PositionData.Position      = new Vector3(0, 0, 0);
        }