protected override void Initialise()
		{
			Camera2D camera = new Camera2D();
			
			//create the draw target.
			drawToScreen = new DrawTargetScreen(camera);
			drawToScreen.ClearBuffer.ClearColour = Color.Black;


			// uncomment this to force theparticle system to run on the CPU
			// Note: This property is not available on the xbox.

			//ParticleSystem.ForceUseCpuParticleSystem = true;

			// Use ParticleSystem.SystemSupportsGpuParticles to determine if the particle
			// system will be run on the GPU
			//
			// NOTE: When running on the GPU, the particle system will be processed in 16bit floating point
			// The CPU particle system is not supported on the Xbox.



			//NEW CODE
			//create the particle system
			this.particles = new ParticleSystem(this.UpdateManager);

			//Like ModelInstance, the ParticleSystem content must be assigned before it can be drawn

			//create the particle drawer,
			//In this case, use a VelocityBillboardParticles2DElement.
			//This is a special particle drawer that will 'stretch' particles in the direction they are
			//travelling - giving them a streaky look.
			//
			particleDrawer = new Xen.Ex.Graphics.Display.VelocityBillboardParticles2DElement(this.particles, true);
			
			//align the drawer to the bottom centre of the screen
			particleDrawer.VerticalAlignment = VerticalAlignment.Bottom;
			particleDrawer.HorizontalAlignment = HorizontalAlignment.Centre;

			//add it to ths screen
			drawToScreen.Add(particleDrawer);
		}
Example #2
0
        protected override void Initialise()
        {
            Camera2D camera = new Camera2D();

            //create the draw target.
            drawToScreen = new DrawTargetScreen(this, camera);
            drawToScreen.ClearBuffer.ClearColour = Color.Black;


            // uncomment this to force theparticle system to run on the CPU
            // Note: This property is not available on the xbox.

            //ParticleSystem.ForceUseCpuParticleSystem = true;

            // Use ParticleSystem.SystemSupportsGpuParticles to determine if the particle
            // system will be run on the GPU
            //
            // NOTE: When running on the GPU, the particle system will be processed in 16bit floating point
            // The CPU particle system is not supported on the Xbox.



            //NEW CODE
            //create the particle system
            this.particles = new ParticleSystem(this.UpdateManager);

            //Like ModelInstance, the ParticleSystem content must be assigned before it can be drawn

            //create the particle drawer,
            //In this case, use a VelocityBillboardParticles2DElement.
            //This is a special particle drawer that will 'stretch' particles in the direction they are
            //travelling - giving them a streaky look.
            //
            particleDrawer = new Xen.Ex.Graphics.Display.VelocityBillboardParticles2DElement(this.particles, true);

            //align the drawer to the bottom centre of the screen
            particleDrawer.VerticalAlignment   = VerticalAlignment.Bottom;
            particleDrawer.HorizontalAlignment = HorizontalAlignment.Centre;

            //add it to ths screen
            drawToScreen.Add(particleDrawer);
        }