Exemple #1
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // load particle content
            player.LoadContent(Content);

            particleTexture = Content.Load <Texture2D>("particle");

            // The player particle system
            //----------------------------------------------------------------------------------
            // Set the SpawnParticle method
            playerParticleSystem = new ParticleSystem(this.GraphicsDevice, 1000, particleTexture);
            playerParticleSystem.SpawnParticle = (ref Particle particle) =>
            {
                //MouseState mouse = Mouse.GetState();
                //particle.Position = new Vector2(mouse.X, mouse.Y);
                particle.Position = new Vector2((GraphicsDevice.Viewport.Width / 2) - player.Bounds.Width + 15, GraphicsDevice.Viewport.Height - 40);
                particle.Velocity = new Vector2(
                    MathHelper.Lerp(-50, 50, (float)Random.NextDouble()), // X between -50 and 50
                    MathHelper.Lerp(0, 100, (float)Random.NextDouble())   // Y between 0 and 100
                    );
                particle.Acceleration = 0.1f * new Vector2(0, (float)-Random.NextDouble());
                if (player.verticalState == VerticalState.Jumping)
                {
                    particle.Color = Color.Gold;
                }
                else if (player.verticalState == VerticalState.Ground && player.horizontalState != HorizontalState.Idle)
                {
                    particle.Color = Color.Green;
                }
                else
                {
                    particle.Color = Color.Red;
                }
                particle.Scale = 1f;
                particle.Life  = 1.0f;
            };

            // Set the UpdateParticle method
            playerParticleSystem.UpdateParticle = (float deltaT, ref Particle particle) =>
            {
                particle.Velocity += deltaT * particle.Acceleration;
                particle.Position += deltaT * particle.Velocity;
                particle.Scale    -= deltaT;
                particle.Life     -= deltaT;
            };
            playerParticleSystem.SpawnPerFrame = 4;

            // The rain particle system
            //----------------------------------------------------------------------------------
            rainParticleSystem = new ParticleSystem(this.GraphicsDevice, 1000, particleTexture);
            rainParticleSystem.SpawnParticle = (ref Particle particle) =>
            {
                particle.Position = new Vector2(
                    MathHelper.Lerp(0, GraphicsDevice.Viewport.Width, (float)Random.NextDouble()
                                    ),

                    MathHelper.Lerp(0, GraphicsDevice.Viewport.Height, (float)Random.NextDouble())
                    );
                particle.Velocity = new Vector2(0,
                                                                                                    //MathHelper.Lerp(-50, 50, (float)Random.NextDouble()), // X between -50 and 50
                                                MathHelper.Lerp(0, 100, (float)Random.NextDouble()) // Y between 0 and 100
                                                );
                particle.Acceleration = 0.1f * new Vector2(0, (float)Random.NextDouble());
                particle.Color        = Color.Blue;
                particle.Scale        = 0.45f;
                particle.Life         = 1.0f;
            };

            // Set the UpdateParticle method
            rainParticleSystem.UpdateParticle = (float deltaT, ref Particle particle) =>
            {
                particle.Velocity += deltaT * particle.Acceleration;
                particle.Position += deltaT * particle.Velocity;
                particle.Scale    -= deltaT;
                particle.Life     -= deltaT;
            };
            rainParticleSystem.SpawnPerFrame = 3;

            //----------------------------------------------------------------------------------
            cometParticleSystem = new ParticleSystem(this.GraphicsDevice, 1000, particleTexture);

            cometParticleSystem.SpawnParticle = (ref Particle particle) =>
            {
                particle.Position = new Vector2(
                    MathHelper.Lerp(0, GraphicsDevice.Viewport.Width, (float)Random.NextDouble()),
                    MathHelper.Lerp(0, GraphicsDevice.Viewport.Height / 5, (float)Random.NextDouble())
                    );
                particle.Velocity = new Vector2(
                    MathHelper.Lerp(-50, 50, (float)Random.NextDouble()), // X between -50 and 50
                    MathHelper.Lerp(0, 10, (float)Random.NextDouble())    // Y between 0 and 100
                    );
                particle.Acceleration = 0.1f * new Vector2((float)-Random.NextDouble(), (float)-Random.NextDouble());
                particle.Color        = Color.Gold;
                particle.Scale        = 1f;
                particle.Life         = 1.0f;
            };

            // Set the UpdateParticle method
            cometParticleSystem.UpdateParticle = (float deltaT, ref Particle particle) =>
            {
                particle.Velocity += deltaT * particle.Acceleration;
                particle.Position += deltaT * new Vector2(0, 0);//particle.Velocity;
                particle.Scale    -= deltaT;
                particle.Life     -= deltaT;
            };
            cometParticleSystem.SpawnPerFrame = 4;

            //----------------------------------------------------------------------------------

            background         = Content.Load <Texture2D>("background");
            backgroundPosition = new Vector2(0, -175);
        }