public DynamicEntityExplosionParticle(DynamicEntity p, int texX, int texY, int fullTextW, int fullTextH, double forceMult)
            : base(p, texX, texY, fullTextW, fullTextH)
        {
            SetLifetime(STANDARD_LIFETIME);
            SetFadetime(STANDARD_FADETIME);

            rtype = p.GetRenderType();

            Vec2d force = new Vec2d(texX - fullTextW / 2, texY - fullTextH / 2);

            force *= forceMult;

            AddController(new ExplosionController(this, force));
        }
        public BlockExposionParticle(Block b, int texX, int texY, int fullTextW, int fullTextH, double forceMult)
            : base(b, texX, texY, fullTextW, fullTextH)
        {
            SetLifetime(STANDARD_LIFETIME);
            SetFadetime(STANDARD_FADETIME);

            rtype = b.GetRenderType();

            Vec2d force = new Vec2d(texX - fullTextW / 2, texY - fullTextH / 2);

            force *= forceMult;

            AddController(new SimpleExplosionController(this, force));
        }
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        public BlockDestroyParticle(Block p, int texX, int texY, int fullTextW, int fullTextH, double forceMult)
            : base(p, texX, texY, fullTextW, fullTextH)
        {
            SetLifetime(STANDARD_LIFETIME);
            SetFadetime(STANDARD_FADETIME);

            rtype = p.GetRenderType();

            Vec2d force = new Vec2d(texX - fullTextW / 2, texY);

            force  *= forceMult;
            force.Y = Math.Abs(force.Y);

            AddController(new ExplosionController(this, force));
        }