// InitializeParticle is overridden to add the appearance of wind.
        protected override void InitializeParticle(Particle particle, Vector2 where)
        {
            base.InitializeParticle(particle, where);

            // The base is mostly good, but we want to simulate a little bit of wind heading to the right.
            particle.Acceleration.X += Utils.RandomBetween(10, 50);
        }
Ejemplo n.º 2
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        protected override void InitializeParticle(Particle particle, Vector2 where)
        {
            base.InitializeParticle(particle, where);
            
            // The base works fine except for acceleration. Explosions move outwards,
            // then slow down and stop because of air resistance. Let's change acceleration
            // so that when the particle is at max lifetime, the velocity will be zero.
            //
            // We'll use the equation vt = v0 + (a0 * t). If you're not familar with this,
            // it's one of the basic kinematics equations for constant acceleration, and
            // basically says: velocity at time t = initial velocity + acceleration * t.
            //
            // We'll solve the equation for a0, using t = particle.Lifetime and vt = 0.

            particle.Acceleration = -particle.Velocity / particle.Lifetime;
        }
Ejemplo n.º 3
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        // Randomizes some properties for a particle, then calls Initialize on it.
        // This can be overriden by subclasses if they  want to modify the way particles
        // are created. For example, SmokePlumeParticleSystem overrides this function
        // make all particles accelerate to the right, simulating wind.
        protected virtual void InitializeParticle(Particle particle, Vector2 where)
        {
            // First, call PickRandomDirection to figure out which way the particle
            // will be moving. Velocity and acceleration values will come from this.
            Vector2 direction = PickRandomDirection();

            // Pick some random values for our particle.
            float velocity = Utils.RandomBetween(minInitialSpeed, maxInitialSpeed);
            float acceleration = Utils.RandomBetween(minAcceleration, maxAcceleration);
            float lifetime = Utils.RandomBetween(minLifetime, maxLifetime);
            float scale = Utils.RandomBetween(minScale, maxScale);
            float rotationSpeed = Utils.RandomBetween(minRotationSpeed, maxRotationSpeed);

            // Then initialize the particle with these random values.
            particle.Initialize(where, velocity * direction, acceleration * direction, lifetime, scale, rotationSpeed);
        }