Exemple #1
0
        /// <summary>
        /// Creates a new Particle type for this Emitter.
        /// </summary>
        /// <param name="name">Name of the particle type.</param>
        /// <param name="frames">Array of frame indices for the particles to animate.</param>
        /// <returns>A new ParticleType object.</returns>
        public ParticleType NewType(string name, int[] frames = null)
        {
            if (frames == null)
            {
                frames = FP.Frames(0);
            }
            if (_types.ContainsKey(name))
            {
                throw new Exception("Cannot add multiple particle types of the same name");
            }

            var type = new ParticleType(name, frames, _source, (int)_frameWidth, (int)_frameHeight);

            _types.Add(name, type);

            return(type);
        }
Exemple #2
0
        /// <summary>
        /// Emits a particle.
        /// </summary>
        /// <param name="name">Particle type to emit.</param>
        /// <param name="x">X point to emit from.</param>
        /// <param name="y">Y point to emit from.</param>
        /// <returns></returns>
        public Particle Emit(string name, float x, float y)
        {
            if (!_types.ContainsKey(name))
            {
                throw new Exception("Particle type \"" + name + "\" does not exist.");
            }
            Particle     p    = null;
            ParticleType type = _types[name];

            if (_cache != null)
            {
                p      = _cache;
                _cache = p._next;
            }
            else
            {
                p = new Particle();
            }
            p._next = _particle;
            p._prev = null;
            if (p._next != null)
            {
                p._next._prev = p;
            }

            p._type     = type;
            p._time     = 0;
            p._duration = type._duration + type._durationRange * FP.Random;
            float a = type._angle + type._angleRange * FP.Random;
            float d = type._distance + type._distanceRange * FP.Random;

            p._moveX   = (float)Math.Cos(a) * d;
            p._moveY   = (float)Math.Sin(a) * d;
            p._x       = x;
            p._y       = y;
            p._gravity = type._gravity + type._gravityRange * FP.Random;
            _particleCount++;
            return(_particle = p);
        }
Exemple #3
0
        /// <summary>
        /// Renders the particles.
        /// </summary>
        /// <param name="x">X position of the owning entity.</param>
        /// <param name="y">Y position of the owning entity.</param>
        public override void Render(float x, float y, Camera camera)
        {
            _vertexArray.Clear();

            // quit if there are no particles
            if (_particle == null)
            {
                return;
            }

            // get rendering position
//			_point.x = point.x + x - camera.x * ScrollX;
//			_point.y = point.y + y - camera.y * ScrollY;

            // particle info
            float        t, td;
            Particle     p    = _particle;
            ParticleType type = null;

            Vector2f _p     = new Vector2f();
            Vector2f _point = new Vector2f(X + x - (camera.X - FP.HalfWidth) * ScrollX, Y + y - (camera.Y - FP.HalfHeight) * ScrollY);

            var color  = new Color();
            var states = new RenderStates(_source);

            // loop through the particles
            while (p != null)
            {
                // get time scale
                t = p._time / p._duration;

                // get particle type
                type = p._type;

                // get position
                td   = (type._ease == null) ? t : type._ease(t);
                _p.X = _point.X + p._x + p._moveX * td;
                _p.Y = _point.Y + p._y + p._moveY * td;

                // stops particles from moving when gravity is enabled
                // and if emitter.Active = false (for game pausing for example)
                if (Active)
                {
                    p._moveY += p._gravity * td;
                }

                // get frame
                float frameX = _frameWidth * type._frames[(int)FP.Clamp(td * type._frameCount, 0, type._frames.Length - 1)];
                float frameY = (int)(frameX / type._width) * _frameHeight;
                frameX %= (int)type._width;

                // get alpha
                float alphaT = (type._alphaEase == null) ? t : type._alphaEase(t);
                float a      = type._alpha + type._alphaRange * alphaT;

                // get color
                td = (type._colorEase == null) ? t : type._colorEase(t);
                float r = type._red + type._redRange * td;
                float g = type._green + type._greenRange * td;
                float b = type._blue + type._blueRange * td;

                unchecked                       //	screw you C#
                {
                    color.R = (byte)(255 * r);
                    color.G = (byte)(255 * g);
                    color.B = (byte)(255 * b);
                    color.A = (byte)(255 * a);
                }

                uint _x = _frameWidth;
                uint _y = _frameHeight;

                _vertexArray.Append(new Vertex(new Vector2f(_p.X, _p.Y), color, new Vector2f(frameX, frameY)));
                _vertexArray.Append(new Vertex(new Vector2f(_p.X + _x, _p.Y), color, new Vector2f(_x + frameX, frameY)));
                _vertexArray.Append(new Vertex(new Vector2f(_p.X + _x, _p.Y + _y), color, new Vector2f(_x + frameX, _y + frameY)));
                _vertexArray.Append(new Vertex(new Vector2f(_p.X, _p.Y + _y), color, new Vector2f(frameX, _y + frameY)));

                // get next particle
                p = p._next;
            }

            FP.Screen.Draw(_vertexArray, states);
        }