/// <summary> /// Initializes a new instance of the <see cref="CircularParticleEmitter"/> class. /// </summary> /// <param name="particleDelay">The particle delay.</param> /// <param name="velocity">The velocity of a particle that is launched.</param> /// <param name="action">The action that draws and updates a particle.</param> /// <param name="particles">The particles to add a particle to.</param> public CircularParticleEmitter(long particleDelay, float velocity, ParticleAction action, ParticleContainer particles) { this.ParticleDelay = particleDelay; this.NextParticleTime = GameClock.Now + particleDelay; this.velocity = velocity; this.Action = action; this.particles = particles; this.random = new Random(); this.previousPosition = new Vector2(float.MinValue); }
/// <summary> /// Initializes a new instance of the <see cref="CircularParticleEmitter"/> class. /// </summary> /// <param name="particleDelay">The particle delay.</param> /// <param name="velocity">The velocity of a particle that is launched.</param> /// <param name="action">The action that draws and updates a particle.</param> /// <param name="particles">The particles to add a particle to.</param> public CircularParticleEmitter(long particleDelay, float velocity, ParticleAction action, ParticleContainer particles) { this.ParticleDelay = particleDelay; this.NextParticleTime = GameClock.Now + particleDelay; this.velocity = velocity; this.Action = action; this.particles = particles; this.random = new Random(); this.previousPosition = new Vector2(float.MinValue); }