Ejemplo n.º 1
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        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "explosion";

            settings.MaxParticles = 100;

            settings.Duration           = TimeSpan.FromSeconds(2);
            settings.DurationRandomness = 1;

            settings.MinHorizontalVelocity = 20;
            settings.MaxHorizontalVelocity = 30;

            settings.MinVerticalVelocity = -20;
            settings.MaxVerticalVelocity = 20;

            settings.EndVelocity = 0;

            settings.MinColor = Color.DarkGray;
            settings.MaxColor = Color.Gray;

            settings.MinRotateSpeed = -1;
            settings.MaxRotateSpeed = 1;

            settings.MinStartSize = 10;
            settings.MaxStartSize = 10;

            settings.MinEndSize = 100;
            settings.MaxEndSize = 200;

            // Use additive blending.
            settings.SourceBlend      = Blend.SourceAlpha;
            settings.DestinationBlend = Blend.One;
        }
Ejemplo n.º 2
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        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.IsSparkling = true;
            settings.TextureName = "Sprites\\sparkleF5";
            settings.TextureName1337 = "Sprites\\1337\\sparkleF51337";

            settings.MaxParticles = 500;

            settings.Duration = TimeSpan.FromSeconds(4);

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 200;

            settings.MinVerticalVelocity = -10;
            settings.MaxVerticalVelocity = 50;

            settings.Gravity = new Vector3(0, -100, 0);

            settings.EndVelocity = 0;

            settings.MinColor = Color.Yellow;
            settings.MaxColor = Color.White;

            settings.MinRotateSpeed = -2;
            settings.MaxRotateSpeed = 2;

            settings.MinStartSize = 8;
            settings.MaxStartSize = 8;

            settings.MinEndSize = 8;
            settings.MaxEndSize = 8;
            settings.SourceBlend = Blend.SourceAlpha;
            settings.DestinationBlend = Blend.One;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "CFX2_T_ShinyStar";

            settings.MaxParticles = 100;

            settings.Duration           = TimeSpan.FromSeconds(2);
            settings.DurationRandomness = 1;

            settings.MinHorizontalVelocity = 20;
            settings.MaxHorizontalVelocity = 30;

            settings.MinVerticalVelocity = -20;
            settings.MaxVerticalVelocity = 20;

            settings.EndVelocity = 0;


            settings.MinColor = new Color(255, 140, 0, 255);
            settings.MaxColor = new Color(255, 140, 0, 255);


            settings.MinRotateSpeed = -1;
            settings.MaxRotateSpeed = 1;

            settings.MinStartSize = 7;
            settings.MaxStartSize = 7;

            settings.MinEndSize = 10;
            settings.MaxEndSize = 10;

            // Use additive blending.
            settings.BlendState = BlendState.Additive;
        }
Ejemplo n.º 4
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        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = 600;

            settings.Duration = TimeSpan.FromSeconds(10);

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 15;

            settings.MinVerticalVelocity = 10;
            settings.MaxVerticalVelocity = 20;

            // Create a wind effect by tilting the gravity vector sideways.
            settings.Gravity = new Vector3(-20, -5, 0);

            settings.EndVelocity = 0.75f;

            settings.MinRotateSpeed = -1;
            settings.MaxRotateSpeed = 1;

            settings.MinStartSize = 5;
            settings.MaxStartSize = 10;

            settings.MinEndSize = 50;
            settings.MaxEndSize = 200;
        }
Ejemplo n.º 5
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        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "Textures//fire";

            settings.MaxParticles = 2400;

            settings.Duration = TimeSpan.FromSeconds(2);

            settings.DurationRandomness = 1;

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 15;

            settings.MinVerticalVelocity = -10;
            settings.MaxVerticalVelocity = 10;

            // Set gravity upside down, so the flames will 'fall' upward.
            settings.Gravity = new Vector3(0, 15, 0);

            settings.MinColor = new Color(255, 255, 255, 10);
            settings.MaxColor = new Color(255, 255, 255, 40);

            settings.MinStartSize = 5;
            settings.MaxStartSize = 10;

            settings.MinEndSize = 10;
            settings.MaxEndSize = 40;

            // Use additive blending.
            settings.BlendState = BlendState.Additive;
        }
Ejemplo n.º 6
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        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "CFX4Smoke";

            settings.MaxParticles = 12;

            settings.Duration = TimeSpan.FromSeconds(3);

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 15;

            settings.MinVerticalVelocity = 0;
            settings.MaxVerticalVelocity = 0;

            // Create a wind effect by tilting the gravity vector sideways.
            settings.Gravity = new Vector3(0, 0, 0);

            settings.MinColor = new Color(255, 140, 0, 255);
            settings.MaxColor = new Color(255, 140, 0, 255);

            settings.EndVelocity = 0.75f;

            settings.MinRotateSpeed = -1;
            settings.MaxRotateSpeed = 1;

            settings.MinStartSize = 4;
            settings.MaxStartSize = 7;

            settings.MinEndSize = 35;
            settings.MaxEndSize = 50;
        }
Ejemplo n.º 7
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        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "Sprites\\star";
            settings.TextureName1337 = "Sprites\\1337\\skull";

            settings.MaxParticles = 100;

            settings.Duration = TimeSpan.FromSeconds(2);
            settings.DurationRandomness = 1;

            settings.MinHorizontalVelocity = 200;
            settings.MaxHorizontalVelocity = 300;

            settings.MinVerticalVelocity = -200;
            settings.MaxVerticalVelocity = 200;

            settings.EndVelocity = 0;

            settings.MinColor = Color.Yellow;
            settings.MaxColor = Color.White;

            settings.MinRotateSpeed = -1;
            settings.MaxRotateSpeed = 1;

            settings.MinStartSize = 10;
            settings.MaxStartSize = 10;

            settings.MinEndSize =40;
            settings.MaxEndSize = 60;

            // Use additive blending.
            settings.SourceBlend = Blend.SourceAlpha;
            settings.DestinationBlend = Blend.One;
        }
        public override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = 2200;

            settings.Duration = TimeSpan.FromSeconds(6);

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 0;

            settings.MinVerticalVelocity = 100;
            settings.MaxVerticalVelocity = 100;

            // Create a wind effect by tilting the gravity vector sideways.
            settings.Gravity = new Vector3(100, -5, 0);

            settings.EndVelocity = 0.75f;

            settings.MinRotateSpeed = 0;
            settings.MaxRotateSpeed = 0;

            settings.MinColor = Color.Yellow;
            settings.MaxColor = Color.Red;

            settings.MinStartSize = 4;
            settings.MaxStartSize = 7;

            settings.MinEndSize = 35;
            settings.MaxEndSize = 140;

            settings.BlendState = BlendState.Additive;
        }
Ejemplo n.º 9
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        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "Textures//blank";

            settings.MaxParticles = 2400;

            settings.Duration = TimeSpan.FromSeconds(10);

            settings.DurationRandomness = 1;

            settings.MinHorizontalVelocity = -1;
            settings.MaxHorizontalVelocity = 1f;

            settings.MinVerticalVelocity = -1;
            settings.MaxVerticalVelocity = 1f;

            // Set gravity upside down, so the flames will 'fall' upward.
            settings.Gravity = new Vector3(0, 0, 0);

            settings.MinColor = Color.Green;
            settings.MaxColor = Color.Green;

            settings.MinStartSize = 0.1f;
            settings.MaxStartSize = 1;

            settings.MinEndSize = 0.5f;
            settings.MaxEndSize = 2f;

            settings.MinRotateSpeed = 0.1f;
            settings.MaxRotateSpeed = 0.5f;

            // Use additive blending.
            settings.BlendState = BlendState.Additive;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = 1000;

            settings.Duration = TimeSpan.FromSeconds(3);

            settings.DurationRandomness = 1.5f;

            settings.EmitterVelocitySensitivity = 0.1f;

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 1;

            settings.MinVerticalVelocity = -1;
            settings.MaxVerticalVelocity = 1;

            settings.MinColor = new Color(64, 96, 128, 255);
            settings.MaxColor = new Color(255, 255, 255, 128);

            settings.MinRotateSpeed = -4;
            settings.MaxRotateSpeed = 4;

            settings.MinStartSize = 2;
            settings.MaxStartSize = 4;

            settings.MinEndSize = 5;
            settings.MaxEndSize = 15;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = 600;

            settings.Duration = TimeSpan.FromSeconds(15);

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 15;

            settings.MinVerticalVelocity = 30;
            settings.MaxVerticalVelocity = 50;

            // Create a wind effect by tilting the gravity vector sideways.
            settings.Gravity = new Vector3(-20, -5, 0);

            settings.EndVelocity = 0.75f;

            settings.MinRotateSpeed = -1;
            settings.MaxRotateSpeed = 1;

            settings.MinStartSize = 4;
            settings.MaxStartSize = 7;

            settings.MinEndSize = 35;
            settings.MaxEndSize = 140;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "CFX4Smoke";

            settings.MaxParticles = 500;

            settings.Duration = TimeSpan.FromSeconds(3);

            settings.DurationRandomness = 1.5f;

            settings.EmitterVelocitySensitivity = 0.1f;

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 1;

            settings.MinVerticalVelocity = -1;
            settings.MaxVerticalVelocity = 1;

            settings.MinColor = new Color(0, 0, 0, 255);
            settings.MaxColor = new Color(0, 0, 0, 128);

            settings.MinRotateSpeed = -4;
            settings.MaxRotateSpeed = 4;

            settings.MinStartSize = 1;
            settings.MaxStartSize = 3;

            settings.MinEndSize = 4;
            settings.MaxEndSize = 11;
        }
Ejemplo n.º 13
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        protected override void InitializeSettings( ParticleSettings settings )
        {
            settings.TextureName = "sparkParticle";

              settings.MaxParticles = 200;

              settings.Duration = TimeSpan.FromSeconds( 1 );
              settings.DurationRandomness = 0;

              settings.MinHorizontalVelocity = 0;
              settings.MaxHorizontalVelocity = 0;

              settings.MinVerticalVelocity = 0;
              settings.MaxVerticalVelocity = 0;

              settings.EndVelocity = 0;

              settings.AlignWithVelocity = true;

              settings.StretchVelocity = 2f;
              settings.StretchFactor = 1f;

              settings.FadePower = 0;

              settings.MinStartSize = .01f;
              settings.MaxStartSize = .03f;

              settings.MinEndSize = .01f;
              settings.MaxEndSize = .03f;

              settings.Mask = MaskHelper.Glow( 1 );
        }
Ejemplo n.º 14
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        protected override void InitializeSettings( ParticleSettings settings )
        {
            settings.TextureName = "pixieParticle";

              settings.MaxParticles = 200;

              settings.Duration = TimeSpan.FromSeconds( 1.25f );
              settings.DurationRandomness = 1;

              settings.MinHorizontalVelocity = 0;
              settings.MaxHorizontalVelocity = 0;

              settings.MinVerticalVelocity = 0;
              settings.MaxVerticalVelocity = 0;

              settings.EndVelocity = 1;

              settings.MinRotateSpeed = -1f;
              settings.MaxRotateSpeed = 1f;

              settings.FadePower = 10;

              settings.MinStartSize = 0f;
              settings.MaxStartSize = .1f;

              settings.MinMidSize = .1f;
              settings.MaxMidSize = .35f;

              settings.MinEndSize = 0;
              settings.MaxEndSize = 0;
        }
Ejemplo n.º 15
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        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = 200;

            settings.Duration = TimeSpan.FromSeconds(4);

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 50;

            settings.MinVerticalVelocity = -10;
            settings.MaxVerticalVelocity = 50;

            settings.Gravity = new Vector3(0, -20, 0);

            settings.EndVelocity = 0;

            settings.MinColor = Color.LightGray;
            settings.MaxColor = Color.White;

            settings.MinRotateSpeed = -2;
            settings.MaxRotateSpeed = 2;

            settings.MinStartSize = 10;
            settings.MaxStartSize = 10;

            settings.MinEndSize = 100;
            settings.MaxEndSize = 200;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = 200;

            settings.Duration = TimeSpan.FromSeconds(4);

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 50;

            settings.MinVerticalVelocity = -10;
            settings.MaxVerticalVelocity = 50;

            settings.Gravity = new Vector3(0, -20, 0);

            settings.EndVelocity = 0;

            settings.MinColor = Color.LightGray;
            settings.MaxColor = Color.White;

            settings.MinRotateSpeed = -2;
            settings.MaxRotateSpeed = 2;

            settings.MinStartSize = 10;
            settings.MaxStartSize = 10;

            settings.MinEndSize = 100;
            settings.MaxEndSize = 200;
        }
        public override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "explosion";

            settings.MaxParticles = 100;

            settings.Duration = TimeSpan.FromSeconds(2);
            settings.DurationRandomness = 1;

            settings.MinHorizontalVelocity = 20;
            settings.MaxHorizontalVelocity = 30;

            settings.MinVerticalVelocity = -20;
            settings.MaxVerticalVelocity = 20;

            settings.EndVelocity = 0;

            settings.MinColor = Color.DarkGray;
            settings.MaxColor = Color.Gray;

            settings.MinRotateSpeed = -1;
            settings.MaxRotateSpeed = 1;

            settings.MinStartSize = 7;
            settings.MaxStartSize = 7;

            settings.MinEndSize = 70;
            settings.MaxEndSize = 140;

            // Use additive blending.
            settings.BlendState = BlendState.Additive;
        }
Ejemplo n.º 18
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        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "fire";

            settings.MaxParticles = 2400;

            settings.Duration = TimeSpan.FromSeconds(2);

            settings.DurationRandomness = 1;

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 15;

            settings.MinVerticalVelocity = -10;
            settings.MaxVerticalVelocity = 10;

            // Set gravity upside down, so the flames will 'fall' upward.
            settings.Gravity = new Vector3(0, 15, 0);

            settings.MinColor = new Color(255, 255, 255, 10);
            settings.MaxColor = new Color(255, 255, 255, 40);

            settings.MinStartSize = 5;
            settings.MaxStartSize = 10;

            settings.MinEndSize = 10;
            settings.MaxEndSize = 40;

            // Use additive blending.
            settings.BlendState = BlendState.Additive;
        }
Ejemplo n.º 19
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        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "explosion";

            settings.MaxParticles = 100;

            settings.Duration = TimeSpan.FromSeconds(2);
            settings.DurationRandomness = 1;

            settings.MinHorizontalVelocity = 20;
            settings.MaxHorizontalVelocity = 30;

            settings.MinVerticalVelocity = -20;
            settings.MaxVerticalVelocity = 20;

            settings.EndVelocity = 0;

            settings.MinColor = Color.DarkGray;
            settings.MaxColor = Color.Gray;

            settings.MinRotateSpeed = -1;
            settings.MaxRotateSpeed = 1;

            settings.MinStartSize = 10;
            settings.MaxStartSize = 10;

            settings.MinEndSize = 100;
            settings.MaxEndSize = 200;

            // Use additive blending.
            settings.SourceBlend = Blend.SourceAlpha;
            settings.DestinationBlend = Blend.One;
        }
Ejemplo n.º 20
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        /// <summary>
        /// Loads graphics for the particle system.
        /// </summary>
        protected override void LoadContent()
        {
            settings = content.Load <ParticleSettings>(settingsName);

            particles = new ParticleVertex[settings.MaxParticles];

            LoadParticleEffect();

            vertexDeclaration = new VertexDeclaration(GraphicsDevice,
                                                      ParticleVertex.VertexElements);

            // Create a dynamic vertex buffer.
            int size = ParticleVertex.SizeInBytes * particles.Length;

            vertexBuffer = new DynamicVertexBuffer(GraphicsDevice, size,
                                                   BufferUsage.WriteOnly |
                                                   BufferUsage.Points);
        }
Ejemplo n.º 21
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        /// <summary>
        /// Loads graphics for the particle system.
        /// </summary>
        protected override void LoadContent()
        {
            return;

            settings = content.Load <ParticleSettings> (settingsName);

            // Allocate the particle array, and fill in the corner fields (which never change).
            particles = new ParticleVertex[settings.MaxParticles * 4];

            for (int i = 0; i < settings.MaxParticles; i++)
            {
                particles [i * 4 + 0].Corner = new Short2(-1, -1);
                particles [i * 4 + 1].Corner = new Short2(1, -1);
                particles [i * 4 + 2].Corner = new Short2(1, 1);
                particles [i * 4 + 3].Corner = new Short2(-1, 1);
            }

            LoadParticleEffect();

            // Create a dynamic vertex buffer.
            vertexBuffer = new DynamicVertexBuffer(GraphicsDevice, ParticleVertex.VertexDeclaration,
                                                   settings.MaxParticles * 4, BufferUsage.WriteOnly);

            // Create and populate the index buffer.
            ushort[] indices = new ushort[settings.MaxParticles * 6];

            for (int i = 0; i < settings.MaxParticles; i++)
            {
                indices [i * 6 + 0] = (ushort)(i * 4 + 0);
                indices [i * 6 + 1] = (ushort)(i * 4 + 1);
                indices [i * 6 + 2] = (ushort)(i * 4 + 2);

                indices [i * 6 + 3] = (ushort)(i * 4 + 0);
                indices [i * 6 + 4] = (ushort)(i * 4 + 2);
                indices [i * 6 + 5] = (ushort)(i * 4 + 3);
            }

            indexBuffer = new IndexBuffer(GraphicsDevice, typeof(ushort), indices.Length, BufferUsage.WriteOnly);

            indexBuffer.SetData(indices);
        }
        protected override void InitializeSettings( ParticleSettings settings )
        {
            settings.TextureName = "pixieParticle";

              settings.MaxParticles = 1000;

              settings.Duration = TimeSpan.FromSeconds( 1.75f );
              settings.DurationRandomness = 0;

              settings.MinHorizontalVelocity = 0;
              settings.MaxHorizontalVelocity = 0;

              settings.MinVerticalVelocity = 0;
              settings.MaxVerticalVelocity = 0;

              settings.Colors = new Vector3[]
              {
            Color.Pink.ToVector3(),
            new Color( 0xFF, 0xDB, 0x69 ).ToVector3(), // soft yellow
            Color.Turquoise.ToVector3()
              };

              settings.EmitterVelocitySensitivity = .5f;

              settings.EndVelocity = 1;

              settings.MinRotateSpeed = -1;
              settings.MaxRotateSpeed = 1;

              settings.FadePower = 10;

              settings.MinStartSize = 0f;
              settings.MaxStartSize = .05f;

              settings.MinMidSize = .075f;
              settings.MaxMidSize = .25f;

              settings.MinEndSize = 0;
              settings.MaxEndSize = 0;
        }
 /// <summary>
 /// Derived particle system classes should override this method
 /// and use it to initalize their tweakable settings.
 /// </summary>
 protected abstract void InitializeSettings(ParticleSettings settings);
        /// <summary>
        /// Loads graphics for the particle system.
        /// </summary>
        protected override void LoadContent()
        {
            settings = content.Load<ParticleSettings>(settingsName);

            particles = new ParticleVertex[settings.MaxParticles];

            LoadParticleEffect();

            vertexDeclaration = new VertexDeclaration(GraphicsDevice,
                                                      ParticleVertex.VertexElements);

            // Create a dynamic vertex buffer.
            int size = ParticleVertex.SizeInBytes * particles.Length;

            vertexBuffer = new DynamicVertexBuffer(GraphicsDevice, size,
                                                   BufferUsage.WriteOnly |
                                                   BufferUsage.Points);
        }
Ejemplo n.º 25
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 /// <summary>
 /// Derived particle system classes should override this method
 /// and use it to initalize their tweakable settings.
 /// </summary>
 protected abstract void InitializeSettings(ParticleSettings settings);
 /// <summary>
 /// Derived particle system classes should override this method
 /// and use it to initalize their tweakable settings.
 /// </summary>
 public abstract void InitializeSettings(ParticleSettings settings);
Ejemplo n.º 27
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 public ParticleSystem(ParticleSettings settings)
 {
     this.settings = settings;
 }
Ejemplo n.º 28
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        /// <summary>
        /// Loads graphics for the particle system.
        /// </summary>
        protected override void LoadContent()
        {
            return;
            settings = content.Load<ParticleSettings> (settingsName);

            // Allocate the particle array, and fill in the corner fields (which never change).
            particles = new ParticleVertex[settings.MaxParticles * 4];

            for (int i = 0; i < settings.MaxParticles; i++) {
                particles [i * 4 + 0].Corner = new Short2 (-1, -1);
                particles [i * 4 + 1].Corner = new Short2 (1, -1);
                particles [i * 4 + 2].Corner = new Short2 (1, 1);
                particles [i * 4 + 3].Corner = new Short2 (-1, 1);
            }

            LoadParticleEffect ();

            // Create a dynamic vertex buffer.
            vertexBuffer = new DynamicVertexBuffer (GraphicsDevice, ParticleVertex.VertexDeclaration,
                        settings.MaxParticles * 4, BufferUsage.WriteOnly);

            // Create and populate the index buffer.
            ushort[] indices = new ushort[settings.MaxParticles * 6];

            for (int i = 0; i < settings.MaxParticles; i++) {
                indices [i * 6 + 0] = (ushort)(i * 4 + 0);
                indices [i * 6 + 1] = (ushort)(i * 4 + 1);
                indices [i * 6 + 2] = (ushort)(i * 4 + 2);

                indices [i * 6 + 3] = (ushort)(i * 4 + 0);
                indices [i * 6 + 4] = (ushort)(i * 4 + 2);
                indices [i * 6 + 5] = (ushort)(i * 4 + 3);
            }

            indexBuffer = new IndexBuffer (GraphicsDevice, typeof(ushort), indices.Length, BufferUsage.WriteOnly);

            indexBuffer.SetData (indices);
        }
        /// <summary>
        /// Initializes the component.
        /// </summary>
        public void Initialize(string path)
        {
            //InitializeSettings(new ParticleSettings(path));
            settings = new ParticleSettings(path);
            // Allocate the particle array, and fill in the corner fields (which never change).
            particles = new ParticleVertex[settings.MaxParticles * 4];

            for (int i = 0; i < settings.MaxParticles; i++)
            {
                particles[i * 4 + 0].Corner = new Short2(-1, -1);
                particles[i * 4 + 1].Corner = new Short2(1, -1);
                particles[i * 4 + 2].Corner = new Short2(1, 1);
                particles[i * 4 + 3].Corner = new Short2(-1, 1);
            }
        }
 public void LoadContent()
 {
     this.settings = this.content.Load<ParticleSettings>(this.settingsName);
     this.particles = new ParticleVertex[this.settings.MaxParticles];
     this.LoadParticleEffect();
     this.vertexDeclaration = new VertexDeclaration(this.GraphicsDevice, ParticleVertex.VertexElements);
     int size = 32 * (int)this.particles.Length;
     this.vertexBuffer = new DynamicVertexBuffer(this.GraphicsDevice, size, BufferUsage.WriteOnly | BufferUsage.Points);
 }