Esempio n. 1
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        /// <summary>
        /// PickRandomDirection is used by AddParticle to decide which direction
        /// particles will move.
        /// </summary>
        private Vector2 PickRandomDirection()
        {
            float angle = ParticleHelpers.RandomBetween(settings.MinDirectionAngle, settings.MaxDirectionAngle);

            // our settings angles are in degrees, so we must convert to radians
            angle = MathHelper.ToRadians(angle);

            return(new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)));
        }
Esempio n. 2
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        // 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 = ParticleHelpers.RandomBetween(0, MathHelper.TwoPi);
        }
Esempio n. 3
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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>
        /// <param name="velocity">The base velocity that the particle should have</param>
        private void InitializeParticle(Particle p, Vector2 where, Vector2 velocity)
        {
            // Adjust the input velocity based on how much
            // this particle system wants to be affected by it.
            velocity *= settings.EmitterVelocitySensitivity;

            // Adjust the velocity based on our random values
            Vector2 direction = PickRandomDirection();
            float   speed     = ParticleHelpers.RandomBetween(settings.MinInitialSpeed, settings.MaxInitialSpeed);

            velocity += direction * speed;

            // pick some random values for our particle
            float lifetime =
                ParticleHelpers.RandomBetween(settings.MinLifetime, settings.MaxLifetime);
            float scale =
                ParticleHelpers.RandomBetween(settings.MinSize, settings.MaxSize);
            float rotationSpeed =
                ParticleHelpers.RandomBetween(settings.MinRotationSpeed, settings.MaxRotationSpeed);

            // our settings angles are in degrees, so we must convert to radians
            rotationSpeed = MathHelper.ToRadians(rotationSpeed);

            // figure out our acceleration base on our AccelerationMode
            Vector2 acceleration = Vector2.Zero;

            switch (settings.AccelerationMode)
            {
            case AccelerationMode.Scalar:
                // randomly pick our acceleration using our direction and
                // the MinAcceleration/MaxAcceleration values
                float accelerationScale = ParticleHelpers.RandomBetween(
                    settings.MinAccelerationScale, settings.MaxAccelerationScale);
                acceleration = direction * accelerationScale;
                break;

            case AccelerationMode.EndVelocity:
                // Compute our acceleration based on our ending velocity from the settings.
                // We'll use the equation vt = v0 + (a0 * t). (If you're not familar with
                // this, it's one of the basic kinematics equations for constant
                // acceleration, and basically says:
                // velocity at time t = initial velocity + acceleration * t)
                // We're solving for a0 by substituting t for our lifetime, v0 for our
                // velocity, and vt as velocity * settings.EndVelocity.
                acceleration = (velocity * (settings.EndVelocity - 1)) / lifetime;
                break;

            case AccelerationMode.Vector:
                acceleration = new Vector2(
                    ParticleHelpers.RandomBetween(settings.MinAccelerationVector.X, settings.MaxAccelerationVector.X),
                    ParticleHelpers.RandomBetween(settings.MinAccelerationVector.Y, settings.MaxAccelerationVector.Y));
                break;

            default:
                break;
            }

            // then initialize it with those random values. initialize will save those,
            // and make sure it is marked as active.
            p.Initialize(
                where,
                velocity,
                acceleration,
                lifetime,
                scale,
                rotationSpeed);
        }