Example #1
0
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "fire";

            settings.MaxParticles = 2400;

            settings.Duration = TimeSpan.FromSeconds(2);

            settings.DurationRandomness = 1;

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 15;

            settings.MinVerticalVelocity = -10;
            settings.MaxVerticalVelocity = 10;

            // Set gravity upside down, so the flames will 'fall' upward.
            settings.Gravity = new Vector3(0, 15, 0);

            settings.MinColor = new Color(255, 255, 255, 10);
            settings.MaxColor = new Color(255, 255, 255, 40);

            settings.MinStartSize = 5;
            settings.MaxStartSize = 10;

            settings.MinEndSize = 10;
            settings.MaxEndSize = 40;

            // Use additive blending.
            settings.SourceBlend      = Blend.SourceAlpha;
            settings.DestinationBlend = Blend.One;
        }
Example #2
0
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "Textures//Particles//smoke";

            settings.MaxParticles = 100;

            settings.Duration = TimeSpan.FromSeconds(0.5f);

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 1f;

            settings.MinVerticalVelocity = 0.5f;
            settings.MaxVerticalVelocity = 1.1f;

            // Create a wind effect by tilting the gravity vector sideways.
            settings.Gravity = new Vector3(0, -0.5f, 0);

            settings.EndVelocity = 0.2f;

            //settings.MinRotateSpeed = -1;
            //settings.MaxRotateSpeed = 1;

            settings.MinStartSize = 5f;
            settings.MaxStartSize = 10f;

            settings.MinEndSize = 50f;
            settings.MaxEndSize = 200f;
        }
 /// <summary>
 /// Derived particle system classes should override this method
 /// and use it to initalize their tweakable settings.
 /// </summary>
 protected abstract void InitializeSettings(ParticleSettings settings);