Example #1
0
 /// <summary>
 /// This method manages the spread of fire.
 /// </summary>
 /// <param name="gameTime">Used to add time between spreading fire.</param>
 private void Spread()
 {
     for (int i = 0; i < this.active.Count; i++)
     {
         FireSpread fire = (FireSpread)this.active[i];
         for (int j = 0; j < 2; j++)
         {
             Vector3 temp = new Vector3(randy.Next(100) - 50, 0, randy.Next(100) - 50);
             temp.Normalize();
             temp = Vector3.Add(fire.Position, temp * 2);
             fire.Fire.AddParticle(temp, Vector3.Zero);
         }
     }
 }
Example #2
0
        public void addSpread(Vector3 position, float flameSize)
        {
            FireSpread fire;
            //First check if there's an inactive object in the graveyard so it can be reused.
            if (this.graveyard.Count > 0) {
                fire = this.graveyard[0];
                this.graveyard.RemoveAt(0);
            } else {
                fire = new FireSpread((Game1)game, false);
            }

            fire.Reset(new Vector3(position.X, position.Y, position.Z), flameSize * 0.6f);
            this.active.Add(fire);
            this.Game.Components.Add(fire);
        }
Example #3
0
        public void addSpread(Vector3 position, float flameSize)
        {
            FireSpread fire;

            //First check if there's an inactive object in the graveyard so it can be reused.
            if (this.graveyard.Count > 0)
            {
                fire = this.graveyard[0];
                this.graveyard.RemoveAt(0);
            }
            else
            {
                fire = new FireSpread((Game1)game, false);
            }

            fire.Reset(new Vector3(position.X, position.Y, position.Z), flameSize * 0.6f);
            this.active.Add(fire);
            this.Game.Components.Add(fire);
        }