public void Draw(SpriteBatch spriteBatch, Camera camera) { Color color = new Color(fade, fade, fade, fade); float scale = camera.getTextureScale(_smokeTexture.Width, size); spriteBatch.Draw(_smokeTexture, camera.getVisualCoords(position, _smokeTexture.Width, _smokeTexture.Height, scale), null, color, rotation, randomDirection, scale, SpriteEffects.None, 0.3f); }
public void Draw(SpriteBatch spriteBatch, Camera camera) { foreach (SmokeParticle smokeParticle in smokeList) { smokeParticle.Draw(spriteBatch, camera); } }
public void Draw(SpriteBatch spriteBatch, Camera camera) { foreach (SplitterParticle splitterParticle in particleArray) { splitterParticle.Draw(spriteBatch, camera); } }
public void Draw(SpriteBatch spriteBatch, Camera camera) { float scale = camera.getTextureScale(_splitterTexture.Width, particleSize); Color color = new Color(fade, fade, fade, fade); spriteBatch.Draw(_splitterTexture, camera.getVisualCoords(position, _splitterTexture.Width, _splitterTexture.Height, scale), null, color, 0, randomDirection, scale, SpriteEffects.None, 0.4f); }
public Explosion(Texture2D explosionTexture, Camera camera, Vector2 mousePosition) { _explosionTexture = explosionTexture; _camera = camera; _mousePosition = mousePosition; timeElapsed = 0; frameWidth = _explosionTexture.Width / numFramesX; frameHeight = _explosionTexture.Height / numFramesY; }
public void Draw(SpriteBatch spriteBatch, Texture2D _circleAimTexture, Camera _camera) { float aimScale = _camera.getTextureScale(_circleAimTexture.Width, size); mousePosition = _camera.getLogicalCoords(new Vector2(_mouseState.X, _mouseState.Y)); spriteBatch.Begin(SpriteSortMode.FrontToBack); spriteBatch.Draw(_circleAimTexture, _camera.getVisualCoords(mousePosition, _circleAimTexture.Width, _circleAimTexture.Height, aimScale), _circleAimTexture.Bounds, Color.White, 0, new Vector2(aimScale, aimScale), aimScale, SpriteEffects.None, 0.6f); spriteBatch.End(); }
/// en konstruktor som laddar in först i klassen! public BallView(GraphicsDeviceManager graphics, BallSimulation BallSimulation, ContentManager Content, Texture2D Ball, Texture2D deadBall) { ballTexture = Ball;///laddar in bollen //detta görs bara en gång! this.deadBall = deadBall; box = new Texture2D(graphics.GraphicsDevice, 1, 1);///denna skapar en box box.SetData(new Color[] { Color.Black });/// denna sätter vilken färg! camera = new Camera(graphics.GraphicsDevice.Viewport);/// skapar en ny camera instans ballSimulation = BallSimulation; }
//Vector2 explosionPos = new Vector2(0.5f, 0.5f); public ExplosionView(Texture2D smokeTexture, Texture2D splitterTexture, Texture2D explosionTexture, Texture2D shockwaveTexture, Camera camera, SpriteBatch spriteBatch, SoundEffect fireSound) { _smokeTexture = smokeTexture; _splitterTexture = splitterTexture; _explosionTexture = explosionTexture; _shockwaveTexture = shockwaveTexture; _camera = camera; _spriteBatch = spriteBatch; _fireSound = fireSound; createExplosion(); }
Vector2 startposition = new Vector2(1f, 1f); // hela planen är just nu 100*100// så denna börjar i mitten 50*50 #endregion Fields #region Constructors //BallView ballview; public Explosion(SpriteBatch spritebatch, Texture2D Particle, Camera Camera, Texture2D Smoke, Texture2D BangExplosion, SoundEffect explosionSound, Texture2D CursorImage, BallSimulation bs) { timeElapsed = 0; //denna ska vara 0 när programmet startas //ballview = Ballview; //this.masterBallDead = masterBallDead; cursorImage = CursorImage; //cursorPos = CursorPosition; camera = Camera;//så jag kan använda kameran i klassen! spriteBatch = spritebatch; particle = Particle; bangExplosion = BangExplosion; smoke = Smoke; Width = particle.Width; // posFramesX; //delar explosionens bredd med positions framesen! Height = particle.Height; // posFramesY; soundEffect = explosionSound; particleSystem = new ParticleSystem(startposition); smokeSystem = new SmokeSystem(smoke, startposition, camera);//får inte denna att fungera explosionManager = new ExplosionManager(spriteBatch, BangExplosion, camera, startposition); ballSimulation = bs; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); camera = new Camera(graphics.GraphicsDevice.Viewport); Texture2D smokee = Content.Load<Texture2D>("particlesmokee"); Texture2D spark = Content.Load<Texture2D>("spark"); Texture2D bangExplosion = Content.Load<Texture2D>("explosion"); Texture2D masterBall = Content.Load<Texture2D>("master_ball"); Texture2D masterBallDead = Content.Load<Texture2D>("master_ball_dead2"); cursorImage = Content.Load<Texture2D>("Pointer"); SoundEffect explosionSound = Content.Load<SoundEffect>("firesound"); Vector2 startPosition = new Vector2(0.5f, 0.5f); ballSimulation = new BallSimulation(); explosion = new Explosion(spriteBatch, spark, camera, smokee, bangExplosion, explosionSound, cursorImage, ballSimulation); smokeSystem = new SmokeSystem(smokee, startPosition, camera); ballview = new BallView(graphics, ballSimulation, Content, masterBall, masterBallDead); // TODO: use this.Content to load your game content here }