public ParticleBase(Game_Base game, Vector2 inPosition) : base(game) { position = inPosition; myGame = game; }
public ParticleRepulsor(Game_Base game, Vector2 inPosition) : base(game, inPosition) { mySprite = game.Content.Load<Texture2D>("Sprites\\Circle"); drawScale = drawRadius / mySprite.Width; }
public ParticleGenerator(Game_Base game, Vector2 inPosition) : base(game, inPosition) { particleList = new List<ParticleForce>(); }
public ParticleModifier(Game_Base game, Vector2 inPosition) : base(game,inPosition) { }
/// <summary> /// Constructs a new ParticleSystem. /// </summary> /// <param name="game">The host for this particle system. The game keeps the /// content manager and sprite batch for us.</param> /// <param name="howManyEffects">the maximum number of particle effects that /// are expected on screen at once.</param> /// <remarks>it is tempting to set the value of howManyEffects very high. /// However, this value should be set to the minimum possible, because /// it has a large impact on the amount of memory required, and slows down the /// Update and Draw functions.</remarks> protected ParticleSystem(Game_Base game, int howManyEffects) : base(game) { this.game = game; this.howManyEffects = howManyEffects; }