Exemple #1
0
 public Emitter(List<Texture2D> texture, Vector2 pos, Texture2D EmitterTexture, Effect color, Vector2 particelSize, Vector2 particelPower, List<Vector2> emitterAngel, Vector2 emitterRange, float particelAmount, float spawnTime, float startParticel, Vector2 lifeDrain, Vector2 lifeTime, Vector2 stayOnMax, Bewegungsprofile bewegung, Spawnprofile spawnprofile)
 {
     this.ParticelStayOnMax = stayOnMax;
     this.spawnprofile = spawnprofile;
     this.startParticel = startParticel;
     this.bewegung = new BewegungsHandler();
     this.ParticelLifeTime = lifeTime;
     this.ParticelLifeDrain = lifeDrain;
     this.EmitterAngel = emitterAngel;
     this.EmitterRange = emitterRange;
     this.EmitterTexture = EmitterTexture;
     this.Position = pos;
     this.ParticelSize = particelSize;
     this.ParticelTexture = texture;
     this.particels = new List<Particel>();
     this.PerticelPower = particelPower;
     this.ParticelSize = particelSize;
     this.r = new Random();
     this.color = color;
     this.EmitterMaxParticel = particelAmount;
     this.EmitterUpdate = spawnTime;
     this.Origin = new Vector2(this.EmitterTexture.Width / 2, this.EmitterTexture.Height / 2);
     this.bewegungsprofil = bewegung;
     this.go = false;
     Start();
 }
Exemple #2
0
        public Particel(Texture2D ParticelTexture, float particelSize, Vector2 particelVelocity,float agility,Vector2 power, float mass, float angularVelocity, Vector2 spawnPos, float lifeTime, float drainLife, float stayOnMax, Bewegungsprofile profil, Spawnprofile spwanprofile)
        {
            this.spawnprofile = spwanprofile;
            if (this.spawnprofile == Spawnprofile.FadeIn)
            {
                this.lifeTime = lifeTime / 2;
                currentLife = 0;
                up = true;
                down = false;
            }
            else if (this.spawnprofile == Spawnprofile.Instant)
            {
                this.lifeTime = lifeTime;
                this.currentLife = this.lifeTime;
                up = false;
                down = true;
            }

            this.agility = agility;
            this.stayOnMax = stayOnMax;
            this.mass = mass;
            this.profil = profil;
            this.drainLife = drainLife;
            this.randome = r.Next(100, 500);
            this.texture = ParticelTexture;
            this.scale = particelSize;
            this.velocity = particelVelocity;
            this.angularVelocity = angularVelocity;
            this.pos = spawnPos;
            this.origin = new Vector2(texture.Width / 2, texture.Height / 2);
               // this.currentVelocity = velocity;
            this.power = power;
        }