/// <summary> /// Constructs a new particle emitter object. /// </summary> public ParticleEmitter(ParticleSystem particleSystem, float particlesPerSecond, Vector3 initialPosition) { this.particleSystem = particleSystem; timeBetweenParticles = 1.0f / particlesPerSecond; previousPosition = initialPosition; }
/// <summary> /// Constructs a new projectile. /// </summary> public Projectile(ParticleSystem explosionParticles, ParticleSystem explosionSmokeParticles, ParticleSystem projectileTrailParticles) { this.explosionParticles = explosionParticles; this.explosionSmokeParticles = explosionSmokeParticles; // Start at the origin, firing in a random (but roughly upward) direction. position = Vector3.Zero; velocity.X = (float)(random.NextDouble() - 0.5) * sidewaysVelocityRange; velocity.Y = (float)(random.NextDouble() + 0.5) * verticalVelocityRange; velocity.Z = (float)(random.NextDouble() - 0.5) * sidewaysVelocityRange; // Use the particle emitter helper to output our trail particles. trailEmitter = new ParticleEmitter(projectileTrailParticles, trailParticlesPerSecond, position); }
public Game1() { //Initialise the graphics graphics = new GraphicsDeviceManager(this); screenWidth = 1200; screenHeight = 720; graphics.PreferredBackBufferWidth = screenWidth; graphics.PreferredBackBufferHeight = screenHeight; //Initialise the Cameras camera = new ChaseCamera(); //Initialise the values camera.NearPlaneDistance = 10.0f; camera.FarPlaneDistance = 100000.0f; //set the contenet directory Content.RootDirectory = "Content"; fireParticles = new FireParticleSystem(this, Content); fireParticles.DrawOrder = 500; Components.Add(fireParticles); }