/// <summary>
        /// InitializeParticle is overridden to add the appearance of wind.
        /// </summary>
        /// <param name="p">the particle to set up</param>
        /// <param name="where">where the particle should be placed</param>
        protected override void InitializeParticle(Particles p, Vector2 where, Vector2 direction, Vector2 shipPosition, float rotationShip, bool random)
        {
            base.InitializeParticle(p, where, direction, shipPosition, rotationShip, random);

            // the base is mostly good, but we want to simulate a little bit of wind
            // heading to the right.
            p.Acceleration.X += Synthesis.Game1.RandomBetween(10, 50);
        }
        protected override void InitializeParticle(Particles p, Vector2 where, Vector2 direction, Vector2 shipPosition, float rotationShip, bool random)
        {
            base.InitializeParticle(p, where, direction, shipPosition, rotationShip, random);

            // 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 = p.Lifetime and vt = 0.
            p.Acceleration = -p.Velocity / p.Lifetime;
        }
Ejemplo n.º 3
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        /// <summary>
        /// InitializeParticle randomizes some properties for a particle, then
        /// calls initialize on it. It 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.
        /// </summary>
        /// <param name="p">the particle to initialize</param>
        /// <param name="where">the position on the screen that the particle should be
        /// </param>
        protected virtual void InitializeParticle(Particles p, Vector2 where, Vector2 direction2, Vector2 shipPosition, float rotationShip, bool random)
        {
            // first, call PickRandomDirection to figure out which way the particle
            // will be moving. velocity and acceleration's values will come from this.
            Vector2 direction;
            if (random == false)
            {
                direction = direction2;
            }
            else
            {
                direction = PickRandomDirection();
            }

            // pick some random values for our particle
            float velocity =
                Synthesis.Game1.RandomBetween(minInitialSpeed, maxInitialSpeed);
            float acceleration =
                Synthesis.Game1.RandomBetween(minAcceleration, maxAcceleration);
            float lifetime =
                Synthesis.Game1.RandomBetween(minLifetime, maxLifetime);
            float scale =
                Synthesis.Game1.RandomBetween(minScale, maxScale);
            float rotationSpeed =
                Synthesis.Game1.RandomBetween(minRotationSpeed, maxRotationSpeed);

            // then initialize it with those random values. initialize will save those,
            // and make sure it is marked as active.
            p.Initialize(where, velocity * direction, acceleration * direction, lifetime, scale, rotationSpeed, color, shipPosition, rotationShip);
        }
Ejemplo n.º 4
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        /// <summary>
        /// override the base class's Initialize to do some additional work; we want to
        /// call InitializeConstants to let subclasses set the constants that we'll use.
        /// 
        /// also, the particle array and freeParticles queue are set up here.
        /// </summary>
        public override void Initialize()
        {
            InitializeConstants();

            // calculate the total number of particles we will ever need, using the
            // max number of effects and the max number of particles per effect.
            // once these particles are allocated, they will be reused, so that
            // we don't put any pressure on the garbage collector.
            particles = new Particles[howManyEffects * maxNumParticles];
            freeParticles = new Queue<Particles>(howManyEffects * maxNumParticles);
            for (int i = 0; i < particles.Length; i++)
            {
                particles[i] = new Particles();
                freeParticles.Enqueue(particles[i]);
            }
            base.Initialize();
        }