public ParticleSampleGame()
        {
            graphics = new GraphicsDeviceManager(this);

            #if WINDOWS_PHONE
            graphics.IsFullScreen = true;

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);
            #endif

            Content.RootDirectory = "Content";

            // create the particle systems and add them to the components list.
            // we should never see more than one explosion at once
            explosion = new ExplosionParticleSystem(this, 1);
            Components.Add(explosion);

            // but the smoke from the explosion lingers a while.
            smoke = new ExplosionSmokeParticleSystem(this, 2);
            Components.Add(smoke);

            // we'll see lots of these effects at once; this is ok
            // because they have a fairly small number of particles per effect.
            smokePlume = new SmokePlumeParticleSystem(this, 9);
            Components.Add(smokePlume);
        }
Exemple #2
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        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            spriteManager = new SpriteManager(this);
            Components.Add(spriteManager);
            spriteManager.Enabled = false;
            spriteManager.Visible = false;

            // create the particle systems and add them to the components list.
            // we should never see more than one explosion at once
            explosion = new ExplosionParticleSystem(this, 5);
            Components.Add(explosion);

            // but the smoke from the explosion lingers a while.
            smoke = new ExplosionSmokeParticleSystem(this, 5);
            Components.Add(smoke);

            // we'll see lots of these effects at once; this is ok
            // because they have a fairly small number of particles per effect.
            smokePlume = new SmokePlumeParticleSystem(this, 9);
            Components.Add(smokePlume);

            base.Initialize();
        }