/// <summary> /// Processes an Emitter. /// </summary> /// <param name="time">Game timing data.</param> /// <param name="controlled">MercuryParticleEngine.Emitters.Emitter object to process.</param> public override void ProcessEmitter(GameTime time, Emitter controlled) { MouseState state = Mouse.GetState(); controlled.Position.X = (float)state.X; controlled.Position.Y = (float)state.Y; switch (_button) { case MouseButtons.Left: { if (state.LeftButton == ButtonState.Pressed) controlled.Trigger(); break; } case MouseButtons.Middle: { if (state.MiddleButton == ButtonState.Pressed) controlled.Trigger(); break; } case MouseButtons.Right: { if (state.RightButton == ButtonState.Pressed) controlled.Trigger(); break; } } }
/// <summary> /// Processes the Emitter. /// </summary> /// <param name="time">Game timing data.</param> /// <param name="controlled">MercuryParticleEngine.Emitters.Emitter object to process.</param> public override void ProcessEmitter(GameTime time, Emitter controlled) { GamePadState state = GamePad.GetState(PlayerIndex.One, GamePadDeadZone.Circular); if (_stick == ThumbSticks.Left) { controlled.Position.X += (state.ThumbSticks.Left.X * 32f); controlled.Position.Y -= (state.ThumbSticks.Left.Y * 32f); } else { controlled.Position.X += (state.ThumbSticks.Right.X * 32f); controlled.Position.Y -= (state.ThumbSticks.Right.Y * 32f); } switch (_button) { case Buttons.A: { if (state.Buttons.A == ButtonState.Pressed) { controlled.Trigger(); } break; } case Buttons.B: { if (state.Buttons.B == ButtonState.Pressed) { controlled.Trigger(); } break; } case Buttons.X: { if (state.Buttons.X == ButtonState.Pressed) { controlled.Trigger(); } break; } case Buttons.Y: { if (state.Buttons.Y == ButtonState.Pressed) { controlled.Trigger(); } break; } case Buttons.LB: { if (state.Buttons.LeftShoulder == ButtonState.Pressed) { controlled.Trigger(); } break; } case Buttons.RB: { if (state.Buttons.RightShoulder == ButtonState.Pressed) { controlled.Trigger(); } break; } } }
public override void UpdateEmitter(GameTime time, Emitter emitter) { if (_primed) { emitter.Trigger(); _primed = false; } }
public override void UpdateEmitter(GameTime time, Emitter emitter) { MouseState state = Mouse.GetState(); emitter.Position.X = (float)state.X; emitter.Position.Y = (float)state.Y; if (_click) { if (state.LeftButton == ButtonState.Pressed) { emitter.Trigger(); } } }