Example #1
0
        public override void SetupParticles()
        {//define as particulas
            if (prt_particles == null)
            {
                prt_particles = new Particula[prt_particleQty];
            }

            float angle = 360.0f / prt_particleQty;

            for (int i = 0; i < prt_particleQty; ++i)
            {
                if (prt_particles[i] == null)
                {
                    prt_particles[i] = new Particula();
                }
                prt_particles[i].Setup(
                    prt_position,
                    new Vector2(prt_velocity.X * (float)Math.Cos(i * angle), prt_velocity.Y * (float)Math.Sin(i * angle)),
                    prt_image,
                    prt_maxLife,
                    false,
                    Constants.DEATH_RULE_LIFETIME
                    );
            }
        }
Example #2
0
        public override void SetupParticles()
        {//define as particulas
            if (prt_particles == null)
            {
                prt_particles = new Particula[prt_particleQty];
            }

            float angle = 90.0f / prt_particleQty;

            for (int i = 0; i < prt_particleQty; ++i)
            {//instancia uma nova particula ate alcançar o maximo definido
                if (prt_particles[i] == null)
                {
                    prt_particles[i] = new Particula();
                }

                Random rand = new Random(DateTime.Now.Millisecond);
                double posY = (rand.NextDouble() * Constants.SCREEN_HEIGHT - 1) - 1.0; //randomiza a posicao x e y de acordo com a altura e largura da tela
                double posX = (rand.NextDouble() * Constants.SCREEN_WIDTH - 1) - 1.0;
                prt_particles[i].Setup(
                    new Vector2((float)posX, (float)posY),
                    new Vector2(prt_velocity.X * (float)Math.Cos(i * angle), prt_velocity.Y * (float)Math.Sin(i * angle)),
                    prt_image,
                    prt_maxLife,
                    true,
                    Constants.DEATH_RULE_COLLISION_AT_BOTTOM
                    );
            }
        }