protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "Particals\\smoke";

            settings.MaxParticles = 900;

            settings.Duration = TimeSpan.FromSeconds(10);

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

            settings.MinVerticalVelocity = 10;
            settings.MaxVerticalVelocity = 20;

            // Create a wind effect by tilting the gravity vector sideways.
            settings.Gravity = new Vector3(-20, -5, 0);

            settings.EndVelocity = 0.75f;

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

            settings.MinStartSize = 4;
            settings.MaxStartSize = 7;

            settings.MinEndSize = 35;
            settings.MaxEndSize = 140;
        }
        protected override void InitializeSettings(ParticleSettings setting)
        {
            this.settings = setting;
            settings.TextureName = "Particals//fire";

            settings.MaxParticles = 20000;

            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(15, 0, 0);

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

            settings.MinStartSize = 1;
            settings.MaxStartSize = 3;

            settings.MinEndSize = 7;
            settings.MaxEndSize = 10;

            // Use additive blending.
            settings.BlendState = BlendState.Additive;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "Particals\\explosion";

            settings.MaxParticles = 100;

            settings.Duration = TimeSpan.FromSeconds(2);
            settings.DurationRandomness = 1;

            settings.MinHorizontalVelocity = 20;
            settings.MaxHorizontalVelocity = 30;

            settings.MinVerticalVelocity = -20;
            settings.MaxVerticalVelocity = 20;

            settings.EndVelocity = 0;

            settings.MinColor = Color.DarkGray;
            settings.MaxColor = Color.Gray;

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

            settings.MinStartSize = 7;
            settings.MaxStartSize = 7;

            settings.MinEndSize = 70;
            settings.MaxEndSize = 140;

            // Use additive blending.
            settings.BlendState = BlendState.Additive;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "Particals\\smoke";

            settings.MaxParticles = 200;

            settings.Duration = TimeSpan.FromSeconds(4);

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 50;

            settings.MinVerticalVelocity = -10;
            settings.MaxVerticalVelocity = 50;

            settings.Gravity = new Vector3(0, -20, 0);

            settings.EndVelocity = 0;

            settings.MinColor = Color.LightGray;
            settings.MaxColor = Color.White;

            settings.MinRotateSpeed = -2;
            settings.MaxRotateSpeed = 2;

            settings.MinStartSize = 7;
            settings.MaxStartSize = 7;

            settings.MinEndSize = 70;
            settings.MaxEndSize = 140;
        }
Example #5
0
 /// <summary>
 /// Derived particle system classes should override this method
 /// and use it to initalize their tweakable settings.
 /// </summary>
 protected abstract void InitializeSettings(ParticleSettings settings);