public override object Load(IContentManager contentManager) { SpriteParticleSystem spriteParticleSystem = new SpriteParticleSystem(); spriteParticleSystem.SpriteFrames = contentManager.Load <SpriteFrame[]>(SpriteSheetAssetName); spriteParticleSystem.Colors = Colors; spriteParticleSystem.AnimationMode = AnimationMode; spriteParticleSystem.ColorMode = ColorMode; spriteParticleSystem.InitialVelocityMode = InitialVelocityMode; spriteParticleSystem.RotationMode = RotationMode; spriteParticleSystem.EmitCount = EmitCount; spriteParticleSystem.EmitPosition = EmitPosition; spriteParticleSystem.EmitRadius = EmitRadius; spriteParticleSystem.EmitAngle = EmitAngle; spriteParticleSystem.InitialVelocity = InitialVelocity; spriteParticleSystem.InitialRotation = InitialRotation; spriteParticleSystem.InitialAngularVelocity = InitialAngularVelocity; spriteParticleSystem.InitialScale = InitialScale; spriteParticleSystem.Duration = Duration; spriteParticleSystem.Gravity = Gravity; spriteParticleSystem.Damping = Damping; spriteParticleSystem.ScaleFactor = ScaleFactor; spriteParticleSystem.FadeInDuration = FadeInDuration; spriteParticleSystem.FadeOutDuration = FadeOutDuration; return(spriteParticleSystem); }
public void AtractorStrengh(float amount) { DPSFParticleManager DPSFParticleManager = this.World.ParticleManager as DPSFParticleManager; DPFSParticleSystem ParticleSystem = DPSFParticleManager.GetParticleSystem("TESTE") as DPFSParticleSystem; SpriteParticleSystem SpriteParticleSystem = ParticleSystem.IDPSFParticleSystem as SpriteParticleSystem; SpriteParticleSystem.AttractorStrength += amount; }
void o_OnHasMoved(I2DObject Reciever) { DPSFParticleManager DPSFParticleManager = this.World.ParticleManager as DPSFParticleManager; DPFSParticleSystem ParticleSystem = DPSFParticleManager.GetParticleSystem("TESTE") as DPFSParticleSystem; SpriteParticleSystem SpriteParticleSystem = ParticleSystem.IDPSFParticleSystem as SpriteParticleSystem; Vector2 v = Reciever.PhysicObject.Position; ///simulation position SpriteParticleSystem.AttractorPosition = new Vector3(v, 0); }
public void ChangeMode() { i = (i + 1) % 3; DPSFParticleManager DPSFParticleManager = this.World.ParticleManager as DPSFParticleManager; DPFSParticleSystem ParticleSystem = DPSFParticleManager.GetParticleSystem("TESTE") as DPFSParticleSystem; SpriteParticleSystem SpriteParticleSystem = ParticleSystem.IDPSFParticleSystem as SpriteParticleSystem; SpriteParticleSystem.AttractorMode = (SpriteParticleSystem.EAttractorModes)(i + 1); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // Define the type of Gestures to accept TouchPanel.EnabledGestures = GestureType.DoubleTap | GestureType.Pinch; // Create the Particle Systems _dpsfSplashScreenParticleSystem = new DPSFSplashScreenParticleSystem(this); _spriteParticleSystem = new SpriteParticleSystem(this); _particleSystemManager = new ParticleSystemManager(); _particleSystemManager.UpdatesPerSecond = 30; base.Initialize(); }
/// <summary> /// Load your graphics content /// </summary> protected override void LoadContent() { mcSpriteBatch = new SpriteBatch(GraphicsDevice); // Load fonts and models for test application mcFont = Content.Load<SpriteFont>("Fonts/font"); mcFloorModel = Content.Load<Model>("grid"); mcSphereModel = Content.Load<Model>("SphereHighPoly"); // Setup our render target to draw to when we want draws to persist across multiple frames _renderTarget = new RenderTarget2D(mcGraphics.GraphicsDevice, mcGraphics.PreferredBackBufferWidth, mcGraphics.PreferredBackBufferHeight, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents); // Specify vertices indicating positive axis directions int iLineLength = 50; msaAxisDirectionVertices = new VertexPositionColor[6]; msaAxisDirectionVertices[0] = new VertexPositionColor(new Vector3(0, 1, 0), Color.Red); msaAxisDirectionVertices[1] = new VertexPositionColor(new Vector3(iLineLength, 1, 0), Color.Red); msaAxisDirectionVertices[2] = new VertexPositionColor(new Vector3(0, 1, 0), Color.Green); msaAxisDirectionVertices[3] = new VertexPositionColor(new Vector3(0, iLineLength, 0), Color.Green); msaAxisDirectionVertices[4] = new VertexPositionColor(new Vector3(0, 1, 0), Color.Blue); msaAxisDirectionVertices[5] = new VertexPositionColor(new Vector3(0, 1, iLineLength), Color.Blue); mcAxisEffect = new BasicEffect(GraphicsDevice); mcAxisEffect.VertexColorEnabled = true; mcAxisEffect.LightingEnabled = false; mcAxisEffect.TextureEnabled = false; mcAxisEffect.FogEnabled = false; mcAxisVertexDeclaration = VertexPositionColor.VertexDeclaration; // Instantiate all of the Particle Systems mcDPSFSplashScreenParticleSystem = new DPSFSplashScreenParticleSystem(this); mcRandomParticleSystem = new RandomParticleSystem(this); mcFireParticleSystem = new FireParticleSystem(this); mcFireSpriteParticleSystem = new FireSpriteParticleSystem(this); mcSmokeParticleSystem = new SmokeParticleSystem(this); mcSnowParticleSystem = new SnowParticleSystem(this); mcSquarePatternParticleSystem = new SquarePatternParticleSystem(this); mcFountainParticleSystem = new FountainParticleSystem(this); mcRandom2DParticleSystem = new Random2DParticleSystem(this); mcGasFallParticleSystem = new GasFallParticleSystem(this); mcDotParticleSystem = new DotParticleSystem(this); mcFireworksParticleSystem = new FireworksParticleSystem(this); mcFigure8ParticleSystem = new Figure8ParticleSystem(this); mcStarParticleSystem = new StarParticleSystem(this); mcBallParticleSystem = new BallParticleSystem(this); mcRotatingQuadParticleSystem = new RotatingQuadsParticleSystem(this); mcBoxParticleSystem = new BoxParticleSystem(this); mcImageParticleSystem = new ImageParticleSystem(this); mcAnimatedQuadParticleSystem = new AnimatedQuadParticleSystem(this); mcSpriteParticleSystem = new SpriteParticleSystem(this); mcAnimatedSpriteParticleSystem = new AnimatedSpriteParticleSystem(this); mcQuadSprayParticleSystem = new QuadSprayParticleSystem(this); mcMagnetParticleSystem = new MagnetsParticleSystem(this); mcSparklerParticleSystem = new SparklerParticleSystem(this); mcGridQuadParticleSystem = new GridQuadParticleSystem(this); mcSphereParticleSystem = new SphereParticleSystem(this); mcMultipleImagesParticleSystem = new MultipleParticleImagesParticleSystem(this); mcMultipleImagesSpriteParticleSystem = new MultipleParticleImagesSpriteParticleSystem(this); mcExplosionFireSmokeParticleSystem = new ExplosionFireSmokeParticleSystem(this); mcExplosionFlashParticleSystem = new ExplosionFlashParticleSystem(this); mcExplosionFlyingSparksParticleSystem = new ExplosionFlyingSparksParticleSystem(this); mcExplosionSmokeTrailsParticleSystem = new ExplosionSmokeTrailsParticleSystem(this); mcExplosionRoundSparksParticleSystem = new ExplosionRoundSparksParticleSystem(this); mcExplosionDebrisParticleSystem = new ExplosionDebrisParticleSystem(this); mcExplosionShockwaveParticleSystem = new ExplosionShockwaveParticleSystem(this); mcExplosionParticleSystem = new ExplosionParticleSystem(this); mcTrailParticleSystem = new TrailParticleSystem(this); mcSpriteParticleSystemTemplate = new SpriteParticleSystemTemplate(this); mcSprite3DBillboardParticleSystemTemplate = new Sprite3DBillboardParticleSystemTemplate(this); mcQuadParticleSystemTemplate = new QuadParticleSystemTemplate(this); mcTexturedQuadParticleSystemTemplate = new TexturedQuadParticleSystemTemplate(this); mcDefaultSpriteParticleSystemTemplate = new DefaultSpriteParticleSystemTemplate(this); mcDefaultSprite3DBillboardParticleSystemTemplate = new DefaultSprite3DBillboardParticleSystemTemplate(this); mcDefaultQuadParticleSystemTemplate = new DefaultQuadParticleSystemTemplate(this); mcDefaultTexturedQuadParticleSystemTemplate = new DefaultTexturedQuadParticleSystemTemplate(this); mcDPSFSplashScreenParticleSystem.DrawOrder = 10; mcRandomParticleSystem.DrawOrder = 100; mcFireParticleSystem.DrawOrder = 200; mcFireSpriteParticleSystem.DrawOrder = 250; mcSmokeParticleSystem.DrawOrder = 300; mcSnowParticleSystem.DrawOrder = 400; mcSquarePatternParticleSystem.DrawOrder = 500; mcFountainParticleSystem.DrawOrder = 600; mcRandom2DParticleSystem.DrawOrder = 700; mcGasFallParticleSystem.DrawOrder = 800; mcDotParticleSystem.DrawOrder = 900; mcFireworksParticleSystem.DrawOrder = 1000; mcFigure8ParticleSystem.DrawOrder = 1100; mcStarParticleSystem.DrawOrder = 1200; mcBallParticleSystem.DrawOrder = 1300; mcRotatingQuadParticleSystem.DrawOrder = 1400; mcBoxParticleSystem.DrawOrder = 1500; mcImageParticleSystem.DrawOrder = 1600; mcAnimatedQuadParticleSystem.DrawOrder = 1700; mcSpriteParticleSystem.DrawOrder = 1800; mcAnimatedSpriteParticleSystem.DrawOrder = 1900; mcQuadSprayParticleSystem.DrawOrder = 1925; mcMagnetParticleSystem.DrawOrder = 1950; mcSparklerParticleSystem.DrawOrder = 1960; mcGridQuadParticleSystem.DrawOrder = 1980; mcSphereParticleSystem.DrawOrder = 1990; mcMultipleImagesParticleSystem.DrawOrder = 2000; mcMultipleImagesSpriteParticleSystem.DrawOrder = 2005; mcExplosionFireSmokeParticleSystem.DrawOrder = 2010; mcExplosionFlashParticleSystem.DrawOrder = 2020; mcExplosionFlyingSparksParticleSystem.DrawOrder = 2030; mcExplosionSmokeTrailsParticleSystem.DrawOrder = 2040; mcExplosionRoundSparksParticleSystem.DrawOrder = 2050; mcExplosionDebrisParticleSystem.DrawOrder = 2060; mcExplosionShockwaveParticleSystem.DrawOrder = 2070; mcExplosionParticleSystem.DrawOrder = 2080; mcTrailParticleSystem.DrawOrder = 2090; mcSpriteParticleSystemTemplate.DrawOrder = 2200; mcSprite3DBillboardParticleSystemTemplate.DrawOrder = 2300; mcQuadParticleSystemTemplate.DrawOrder = 2350; mcTexturedQuadParticleSystemTemplate.DrawOrder = 2400; mcDefaultSpriteParticleSystemTemplate.DrawOrder = 2600; mcDefaultSprite3DBillboardParticleSystemTemplate.DrawOrder = 2700; mcDefaultQuadParticleSystemTemplate.DrawOrder = 2750; mcDefaultTexturedQuadParticleSystemTemplate.DrawOrder = 2800; // Add all Particle Systems to the Particle System Manager mcParticleSystemManager.AddParticleSystem(mcDPSFSplashScreenParticleSystem); mcParticleSystemManager.AddParticleSystem(mcRandomParticleSystem); mcParticleSystemManager.AddParticleSystem(mcFireParticleSystem); mcParticleSystemManager.AddParticleSystem(mcFireSpriteParticleSystem); mcParticleSystemManager.AddParticleSystem(mcSmokeParticleSystem); mcParticleSystemManager.AddParticleSystem(mcSnowParticleSystem); mcParticleSystemManager.AddParticleSystem(mcSquarePatternParticleSystem); mcParticleSystemManager.AddParticleSystem(mcFountainParticleSystem); mcParticleSystemManager.AddParticleSystem(mcRandom2DParticleSystem); mcParticleSystemManager.AddParticleSystem(mcGasFallParticleSystem); mcParticleSystemManager.AddParticleSystem(mcDotParticleSystem); mcParticleSystemManager.AddParticleSystem(mcFireworksParticleSystem); mcParticleSystemManager.AddParticleSystem(mcFigure8ParticleSystem); mcParticleSystemManager.AddParticleSystem(mcStarParticleSystem); mcParticleSystemManager.AddParticleSystem(mcBallParticleSystem); mcParticleSystemManager.AddParticleSystem(mcRotatingQuadParticleSystem); mcParticleSystemManager.AddParticleSystem(mcBoxParticleSystem); mcParticleSystemManager.AddParticleSystem(mcImageParticleSystem); mcParticleSystemManager.AddParticleSystem(mcAnimatedQuadParticleSystem); mcParticleSystemManager.AddParticleSystem(mcSpriteParticleSystem); mcParticleSystemManager.AddParticleSystem(mcAnimatedSpriteParticleSystem); mcParticleSystemManager.AddParticleSystem(mcQuadSprayParticleSystem); mcParticleSystemManager.AddParticleSystem(mcMagnetParticleSystem); mcParticleSystemManager.AddParticleSystem(mcSparklerParticleSystem); mcParticleSystemManager.AddParticleSystem(mcGridQuadParticleSystem); mcParticleSystemManager.AddParticleSystem(mcSphereParticleSystem); mcParticleSystemManager.AddParticleSystem(mcMultipleImagesParticleSystem); mcParticleSystemManager.AddParticleSystem(mcMultipleImagesSpriteParticleSystem); mcParticleSystemManager.AddParticleSystem(mcExplosionFireSmokeParticleSystem); mcParticleSystemManager.AddParticleSystem(mcExplosionFlashParticleSystem); mcParticleSystemManager.AddParticleSystem(mcExplosionFlyingSparksParticleSystem); mcParticleSystemManager.AddParticleSystem(mcExplosionSmokeTrailsParticleSystem); mcParticleSystemManager.AddParticleSystem(mcExplosionRoundSparksParticleSystem); mcParticleSystemManager.AddParticleSystem(mcExplosionDebrisParticleSystem); mcParticleSystemManager.AddParticleSystem(mcExplosionShockwaveParticleSystem); mcParticleSystemManager.AddParticleSystem(mcExplosionParticleSystem); mcParticleSystemManager.AddParticleSystem(mcTrailParticleSystem); mcParticleSystemManager.AddParticleSystem(mcSpriteParticleSystemTemplate); mcParticleSystemManager.AddParticleSystem(mcSprite3DBillboardParticleSystemTemplate); mcParticleSystemManager.AddParticleSystem(mcQuadParticleSystemTemplate); mcParticleSystemManager.AddParticleSystem(mcTexturedQuadParticleSystemTemplate); mcParticleSystemManager.AddParticleSystem(mcDefaultSpriteParticleSystemTemplate); mcParticleSystemManager.AddParticleSystem(mcDefaultSprite3DBillboardParticleSystemTemplate); mcParticleSystemManager.AddParticleSystem(mcDefaultQuadParticleSystemTemplate); mcParticleSystemManager.AddParticleSystem(mcDefaultTexturedQuadParticleSystemTemplate); // Set how often the Particle Systems should be Updated mcParticleSystemManager.UpdatesPerSecond = miPARTICLE_SYSTEM_UPDATES_PER_SECOND; // Hide text and other things while displaying the Splash Screen mbShowText = false; mbShowFloor = false; // Setup the Splash Screen to display before anything else mcDPSFSplashScreenParticleSystem.AutoInitialize(this.GraphicsDevice, this.Content, null); mcDPSFSplashScreenParticleSystem.SplashScreenComplete += new EventHandler(mcDPSFSplashScreenParticleSystem_SplashScreenComplete); mcCurrentParticleSystem = mcDPSFSplashScreenParticleSystem; }
public override object Load(IContentManager contentManager) { SpriteParticleSystem spriteParticleSystem = new SpriteParticleSystem(); spriteParticleSystem.SpriteFrames = contentManager.Load<SpriteFrame[]>(SpriteSheetAssetName); spriteParticleSystem.Colors = Colors; spriteParticleSystem.AnimationMode = AnimationMode; spriteParticleSystem.ColorMode = ColorMode; spriteParticleSystem.InitialVelocityMode = InitialVelocityMode; spriteParticleSystem.RotationMode = RotationMode; spriteParticleSystem.EmitCount = EmitCount; spriteParticleSystem.EmitPosition = EmitPosition; spriteParticleSystem.EmitRadius = EmitRadius; spriteParticleSystem.EmitAngle = EmitAngle; spriteParticleSystem.InitialVelocity = InitialVelocity; spriteParticleSystem.InitialRotation = InitialRotation; spriteParticleSystem.InitialAngularVelocity = InitialAngularVelocity; spriteParticleSystem.InitialScale = InitialScale; spriteParticleSystem.Duration = Duration; spriteParticleSystem.Gravity = Gravity; spriteParticleSystem.Damping = Damping; spriteParticleSystem.ScaleFactor = ScaleFactor; spriteParticleSystem.FadeInDuration = FadeInDuration; spriteParticleSystem.FadeOutDuration = FadeOutDuration; return spriteParticleSystem; }