// initialize is called by ParticleSystem to set up the particle, and prepares
        // the particle for use.
        public void Initialize(Vector2 position, Vector2 velocity, Vector2 acceleration,
                               float lifetime, float scale, float rotationSpeed)
        {
            // set the values to the requested values
            this.Position      = position;
            this.Velocity      = velocity;
            this.Acceleration  = acceleration;
            this.Lifetime      = lifetime;
            this.Scale         = scale;
            this.RotationSpeed = rotationSpeed;

            // reset TimeSinceStart - we have to do this because particles will be
            // reused.
            this.TimeSinceStart = 0.0f;

            // set rotation to some random value between 0 and 360 degrees.
            this.Rotation = RandomHelper.RandomBetween(0, MathHelper.TwoPi);
        }
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        /// <summary>
        /// InitializeParticle randomizes some properties for a particle, then
        /// calls initialize on it. It can be overriden by subclasses if they
        /// want to modify the way particles are created. For example,
        /// SmokePlumeParticleSystem overrides this function make all particles
        /// accelerate to the right, simulating wind.
        /// </summary>
        /// <param name="p">the particle to initialize</param>
        /// <param name="where">the position on the screen that the particle should be
        /// </param>
        protected virtual void InitializeParticle(Particle p, Vector2 where)
        {
            // first, call PickRandomDirection to figure out which way the particle
            // will be moving. velocity and acceleration's values will come from this.
            Vector2 direction = (this._useDirection) ? this._direction : this.PickRandomDirection();

            // pick some random values for our particle
            float velocity =
                RandomHelper.RandomBetween(this.minInitialSpeed, this.MaxInitialSpeed);
            float acceleration =
                RandomHelper.RandomBetween(this.minAcceleration, this.maxAcceleration);
            float lifetime =
                RandomHelper.RandomBetween(this.minLifetime, this.maxLifetime);
            float scale =
                RandomHelper.RandomBetween(this.minScale, this.maxScale);
            float rotationSpeed =
                RandomHelper.RandomBetween(this.minRotationSpeed, this.maxRotationSpeed);

            // then initialize it with those random values. initialize will save those,
            // and make sure it is marked as active.
            p.Initialize(
                where, velocity * direction, acceleration * direction,
                lifetime, scale, rotationSpeed);
        }
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        /// <summary>
        /// PickRandomDirection is used by InitializeParticles to decide which direction
        /// particles will move. The default implementation is a random vector in a
        /// circular pattern.
        /// </summary>
        protected virtual Vector2 PickRandomDirection()
        {
            float angle = RandomHelper.RandomBetween(0, MathHelper.TwoPi);

            return(new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)));
        }