public JetParticleEffect(ParticleSystem system, IJet jet) : base(system) { this.jet = jet; this.MinXDirection = 0.6f; this.MaxXDirection = 0.8f; this.MinZDirection = -0.2f; this.MaxZDirection = 0.2f; this.MinYDirection = -0.2f; this.MaxYDirection = 0.2f; this.ParticleSpeed = 0.5f; this.ParticleSize = 0.05f; this.ParticlesPerSecond = 30.0; this.ParticleLifetime = 2000.0; this.InitialColor = this.FinalColor = Color.White; }
public ParticleEffect(ParticleSystem system) { this.ParticleSystem = system; }
private void StartNewGame() { ship = new Spaceship(Content); camera = new SpaceshipCamera(graphics.GraphicsDevice.Viewport, ship); int x, y, z, pos_x, pos_y, pos_z; Random random = new Random(); for (int i = 0; i < NUM_ASTEROIDS; ++i) { x = random.Next(2); z = random.Next(2); y = random.Next(2); pos_x = random.Next(-30, 31); pos_y = random.Next(-30, 31); pos_z = random.Next(-30, 31); asteroids[i] = new Asteroid(Content, new Vector3(x, y, z)); asteroids[i].Position = new Vector3(pos_x, pos_y, pos_z); } spriteDrawer = new SpriteDrawer(device, Content); spriteManager = new SpriteManager(device, Content); spFont = Content.Load<SpriteFont>(@"Arial"); spBatch = new SpriteBatch(graphics.GraphicsDevice); particleSystem = new ParticleSystem(spriteManager); jetParticleEffect = new JetParticleEffect(particleSystem, ship); points = 0; jetParticleEffect.MinXDirection = -0.3f; jetParticleEffect.MaxXDirection = 0.3f; jetParticleEffect.MinZDirection = 0.6f; jetParticleEffect.MaxZDirection = 0.8f; jetParticleEffect.MinYDirection = -0.2f; jetParticleEffect.MaxYDirection = 0.2f; jetParticleEffect.ParticlesPerSecond = 50.0; jetParticleEffect.ParticleLifetime = 400.0; jetParticleEffect.ParticleSize = 0.5f; jetParticleEffect.ParticleSpeed = 0.7f; jetParticleEffect.FinalColor = Color.Red; }