Exemple #1
0
        public void Draw(SpriteBatch spriteBatch)
        {
            float currScale = MathExtension.LinearInterpolate(ScaleEnd, ScaleBegin, lifePhase);
            Color currCol   = MathExtension.LinearInterpolate(EndColor, StartColor, lifePhase);

            spriteBatch.Draw(Parent.texture, new Vector2((int)(Position.X), (int)(Position.Y)), null, currCol, rotation, origin, currScale, SpriteEffects.None, 0);
        }
Exemple #2
0
        public bool Update(float dt)
        {
            LifeLeft -= dt;
            if (LifeLeft <= 0)
            {
                return(false);
            }
            lifePhase = LifeLeft / StartingLife;      // 1 means newly created 0 means dead.
            Position += MathExtension.LinearInterpolate(EndDirection, StartDirection, lifePhase) * dt;
            rotation += (Parent.RotationStrength * dt);

            //if (Parent.RestrictToBoundries)
            //{
            //
            //    //if (this.Position.X > Parent.Transform.Position.X + Parent.CollisionModel.Width / 2
            //    //    || this.Position.X < Parent.Transform.Position.X - Parent.CollisionModel.Width / 2)
            //    //{
            //    //    EndDirection.X *= -1;
            //    //    StartDirection.X *= -1;
            //    //}
            //    //if (this.Position.Y > Parent.Transform.Position.Y + Parent.CollisionModel.Height / 2
            //    //   || this.Position.Y < Parent.Transform.Position.Y - Parent.CollisionModel.Height / 2)
            //    //{
            //    //    EndDirection.Y *= -1;
            //    //    StartDirection.Y *= -1;
            //    //}
            //}

            return(true);
        }
        /// <summary>
        /// Initializes this instance
        /// </summary>
        public override void Initialize()
        {
            base.Initialize();

            random = new Random();

            if (texture == null && texturePath != null && texturePath.Trim() != "")
            {
                LoadTexture();
            }

            LoadState();

            nextSpawn  = MathExtension.LinearInterpolate(SecondsPerSpawnMin, SecondsPerSpawnMax, random.NextDouble());
            secElapsed = 0.0f;
            particles  = new LinkedList <Particle>();
        }
        /// <summary>
        /// Updates this instance
        /// </summary>
        /// <param name="gameTime">The gametime</param>
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            if (texture != null)
            {
                secElapsed += (float)gameTime.ElapsedGameTime.TotalSeconds;
                while (secElapsed > nextSpawn)
                {
                    if (particles.Count < MaxParticles && enabled)
                    {
                        // Spawn a particle
                        Vector2 StartDirection = Vector2.Transform(SpawnDirection, Matrix.CreateRotationZ(MathExtension.LinearInterpolate(spawnAngleNoise.X, spawnAngleNoise.Y, random.NextDouble())));
                        StartDirection.Normalize();
                        Vector2 EndDirection = StartDirection * MathExtension.LinearInterpolate(FinalSpeedMin, FinalSpeedMax, random.NextDouble());
                        StartDirection *= MathExtension.LinearInterpolate(InitialSpeedMin, InitialSpeedMax, random.NextDouble());
                        particles.AddLast(new Particle(
                                              Transform.Position,
                                              StartDirection,
                                              EndDirection,
                                              MathExtension.LinearInterpolate(LifespanMin, LifespanMax, random.NextDouble()),
                                              MathExtension.LinearInterpolate(InitialScaleMin, InitialScaleMax, random.NextDouble()),
                                              MathExtension.LinearInterpolate(FinalScaleMin, FinalScaleMax, random.NextDouble()),
                                              MathExtension.LinearInterpolate(InitialColor1, InitialColor2, random.NextDouble()),
                                              MathExtension.LinearInterpolate(FinalColor1, FinalColor2, random.NextDouble()),
                                              this)
                                          );

                        particles.Last.Value.Update(secElapsed);
                    }

                    secElapsed -= nextSpawn;
                    nextSpawn   = MathExtension.LinearInterpolate(SecondsPerSpawnMin, SecondsPerSpawnMax, random.NextDouble());

                    if (burst)
                    {
                        particleBurstCount++;
                    }

                    if (burst && particleBurstCount >= maxParticles)
                    {
                        this.enabled            = false;
                        this.particleBurstCount = 0;
                    }
                }
            }

            LinkedListNode <Particle> node = particles.First;

            while (node != null)
            {
                bool isAlive = node.Value.Update((float)gameTime.ElapsedGameTime.TotalSeconds);
                node = node.Next;
                if (!isAlive)
                {
                    if (node == null)
                    {
                        particles.RemoveLast();
                    }
                    else
                    {
                        particles.Remove(node.Previous);
                    }
                }
            }
        }