/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { spriteBatch = new SpriteBatch(this.GraphicsDevice); smokeTexture = this.Content.Load<Texture2D>("smokePic"); particleSystem = new ParticleSystem(new Vector2(250, 210)); // // Cordination of smokeSpawn - Position particleSystem.addParticle(new Vector2(0.02f, 0.015f), // density new Vector2(1, -1), new Vector2(0.1f * MathHelper.Pi, 0.25f * -MathHelper.Pi), // rotate new Vector2(0.5f, 0.75f), new Vector2(20, 120), new Vector2(225, 575f), // spread Color.Orange, Color.Black, new Color(Color.Black, 0), new Color(Color.Black, 0), new Vector2(800, 600), new Vector2(100, 160), 10000, Vector2.Zero, smokeTexture); base.Initialize(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { spriteBatch = new SpriteBatch(this.GraphicsDevice); smokeTexture = this.Content.Load<Texture2D>("smokePic"); particleSystem = new ParticleSystem(new Vector2(400, 300)); particleSystem.addParticle(new Vector2(0.01f, 0.015f), new Vector2(0, -1), new Vector2(0.1f * MathHelper.Pi, 0.1f * -MathHelper.Pi), new Vector2(0.5f, 0.75f), new Vector2(60, 70), new Vector2(15, 15f), Color.Orange, Color.Black, new Color(Color.Black, 0), new Color(Color.Black, 0), new Vector2(400, 500), new Vector2(100, 120), 1000, Vector2.Zero, smokeTexture); base.Initialize(); }