Esempio n. 1
0
        public void createDust()
        {
            int initAge = 500;

            Vector2 initPos = mOrigin;
            Vector2 initVelo = new Vector2(((float)(50.0f * Math.Cos(mEffectDuration))), ((float)(50.0f * Math.Sin(mEffectDuration))));

            Vector2 initAcc = new Vector2(0, 75);

            float initDamp = 1.0f;

            float initRot = 0.0f;
            float initRotVel = 1.0f;
            float initRotDamp = 0.99f;

            float initScale = 0.3f;
            float initScaleVelo = -0.01f;
            float initScaleAcc = 0.1f;
            float maxScale = 1.0f;

            Color initColor = new Color( (random.Next(0,255)), (random.Next(0,255)), (random.Next(0,255)));
            Color finalColor = new Color( (random.Next(0, 255)), (random.Next(0, 255)), (random.Next(0, 255)));
            finalColor.A = 0;
            int fadeAge = initAge;

            Particle tempParticle = new Particle();
            tempParticle.create(particleTexture, initAge, initPos, initVelo, initAcc, initDamp, initRot, initRotVel, initRotDamp, initScale, initScaleVelo, initScaleAcc, maxScale, initColor, finalColor, fadeAge);
            mParticles.Add(tempParticle);
        }
Esempio n. 2
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        public void createExplosion()
        {
            int initAge = 2000 + (int)random.Next(5000);
            mOriginRadius = 50;

            Vector2 initPos = mOrigin;

            Vector2 offset = Vector2.Zero;
            offset.X = ((float)(random.Next(mOriginRadius) * Math.Cos(random.Next(360))));
            offset.Y = ((float)(random.Next(mOriginRadius) * Math.Sin(random.Next(360))));
            initPos += offset;

            Vector2 initVelo = Vector2.Zero;
            initVelo.X = random.Next(500) + (offset.X * 30);
            initVelo.Y = random.Next(500) + (offset.X * 30);
            Vector2 initAcc = new Vector2(0, 400);

            float initDamp = 1.0f;

            float initRot = 0.0f;
            float initRotVel = initVelo.X / 50.0f;
            float initRotDamp = 0.99f;

            float initScale = 0.1f + ((float)random.Next(10)) / 50.0f;
            float initScaleVelo = ((float)random.Next(10)) / 50.0f;
            float initScaleAcc = 0.0f;
            float maxScale = 1.0f;

            Color initColor = new Color((random.Next(0, 255)), (random.Next(0, 255)), (random.Next(0, 255)));
            Color finalColor = new Color((random.Next(0, 255)), (random.Next(0, 255)), (random.Next(0, 255)));
            finalColor.A = 0;
            int fadeAge = initAge / 2;

            Particle tempParticle = new Particle();
            tempParticle.create(particleTexture, initAge, initPos, initVelo, initAcc, initDamp, initRot, initRotVel, initRotDamp, initScale, initScaleVelo, initScaleAcc, maxScale, initColor, finalColor, fadeAge);
            mParticles.Add(tempParticle);
        }
Esempio n. 3
0
        public void createKnockback()
        {
            int initAge = 500;

            Vector2 initPos = mOrigin;
            mOriginRadius = 30;

            Vector2 offset = Vector2.Zero;
            offset.X = ((float)(random.Next(mOriginRadius) * Math.Cos(random.Next(360))));
            offset.Y = ((float)(random.Next(mOriginRadius) * Math.Sin(random.Next(360))));
            initPos += offset;

            Vector2 initVelo = Vector2.Zero;

            Vector2 initAcc = new Vector2(0, 75);

            float initDamp = 1.0f;

            float initRot = 0.0f;
            float initRotVel = 1.0f;
            float initRotDamp = 0.99f;

            float initScale = 0.1f;
            float initScaleVelo = -0.01f;
            float initScaleAcc = 0.1f;
            float maxScale = 1.0f;

            Color initColor = new Color((random.Next(0, 255)), (random.Next(0, 255)), (random.Next(0, 255)));
            Color finalColor = new Color((random.Next(0, 255)), (random.Next(0, 255)), (random.Next(0, 255)));
            finalColor.A = 0;
            int fadeAge = initAge;

            Particle tempParticle = new Particle();
            tempParticle.create(particleTexture, initAge, initPos, initVelo, initAcc, initDamp, initRot, initRotVel, initRotDamp, initScale, initScaleVelo, initScaleAcc, maxScale, initColor, finalColor, fadeAge);
            mParticles.Add(tempParticle);
        }