Exemple #1
0
        public void Update()
        {
            var dt   = (Type.UseActualDeltaTime ? Engine.RawDeltaTime : Engine.DeltaTime);
            var ease = Life / StartLife;

            //Life
            Life -= dt;
            if (Life <= 0)
            {
                Active = false;
                return;
            }

            //Color switch
            if (Type.ColorMode == ParticleType.ColorModes.Fade)
            {
                Color = Color.Lerp(Type.Color2, Type.Color, ease);
            }
            else if (Type.ColorMode == ParticleType.ColorModes.Blink)
            {
                Color = Calc.BetweenInterval(Life, .1f) ? Type.Color : Type.Color2;
            }

            //Speed
            Position += Speed * dt;
            Speed    += Type.Acceleration * dt;
            Speed     = Calc.Approach(Speed, Vector2.Zero, Type.Friction * dt);
            if (Type.SpeedMultiplier != 1)
            {
                Speed *= (float)Math.Pow(Type.SpeedMultiplier, dt);
            }

            //Scale Out
            if (Type.ScaleOut)
            {
                Size = StartSize * Ease.CubeOut(ease);
            }
        }
Exemple #2
0
        public void Update(float?delta = null)
        {
            var dt = 0f;

            if (delta.HasValue)
            {
                dt = delta.Value;
            }
            else
            {
                dt = (Type.UseActualDeltaTime ? Engine.RawDeltaTime : Engine.DeltaTime);
            }

            var ease = Life / StartLife;

            //Life
            Life -= dt;
            if (Life <= 0)
            {
                Active = false;
                return;
            }

            //Spin
            if (Type.RotationMode == ParticleType.RotationModes.SameAsDirection)
            {
                if (Speed != Vector2.Zero)
                {
                    Rotation = Speed.Angle();
                }
            }
            else
            {
                Rotation += Spin * dt;
            }

            //Fade
            float alpha;

            if (Type.FadeMode == ParticleType.FadeModes.Linear)
            {
                alpha = ease;
            }
            else if (Type.FadeMode == ParticleType.FadeModes.Late)
            {
                alpha = Math.Min(1f, ease / .25f);
            }
            else if (Type.FadeMode == ParticleType.FadeModes.InAndOut)
            {
                if (ease > .75f)
                {
                    alpha = 1 - ((ease - .75f) / .25f);
                }
                else if (ease < .25f)
                {
                    alpha = ease / .25f;
                }
                else
                {
                    alpha = 1f;
                }
            }
            else
            {
                alpha = 1f;
            }


            //Color switch with alpha
            if (alpha == 0)
            {
                Color = Color.Transparent;
            }
            else
            {
                if (Type.ColorMode == ParticleType.ColorModes.Static)
                {
                    Color = StartColor;
                }
                else if (Type.ColorMode == ParticleType.ColorModes.Fade)
                {
                    Color = Color.Lerp(Type.Color2, StartColor, ease);
                }
                else if (Type.ColorMode == ParticleType.ColorModes.Blink)
                {
                    Color = (Calc.BetweenInterval(Life, .1f) ? StartColor : Type.Color2);
                }
                else if (Type.ColorMode == ParticleType.ColorModes.Choose)
                {
                    Color = StartColor;
                }

                if (alpha < 1f)
                {
                    Color *= alpha;
                }
            }

            //Speed
            Position += Speed * dt;
            Speed    += Type.Acceleration * dt;
            Speed     = Calc.Approach(Speed, Vector2.Zero, Type.Friction * dt);
            if (Type.SpeedMultiplier != 1)
            {
                Speed *= (float)Math.Pow(Type.SpeedMultiplier, dt);
            }

            //Scale Out
            if (Type.ScaleOut)
            {
                Size = StartSize * Ease.CubeOut(ease);
            }
        }