public Game1() { graphics = new GraphicsDeviceManager(this); content = new ContentManager(Services); system = new ParticleSystem(this); }
public Game1() { graphics = new GraphicsDeviceManager(this); content = new ContentManager(Services); //When creating a ParticleSystem, we pass a Game object. The ParticleSystem is //a DrawableGameComponent, so it will update and render automatically. system = new ParticleSystem(this); }
public Game1() { graphics = new GraphicsDeviceManager(this); content = new ContentManager(Services); system = new ParticleSystem(this); emitter = new Emitter(1000); emitter.ParticleSpeed = 150f; emitter.ApplyModifier(new EmitterMouseController(true)); //When creating an ImageStrip, you must supply 5 pieces of information. You must //give the ImageStrip a name, so that Emitters can identify it. You must specify //the number of frames in the ImageStrip, and also the width and height of each //frame. Finally you must specify the asset name, as specified in the content //pipeline. strip = new ImageStrip("custom"); strip.Asset = "CustomParticleImage"; strip.FrameHeight = 128; strip.FrameWidth = 128; strip.Frames = 4; //When it is done, you will add the ImageStrip to the ParticleSystem. system.ImageStrips.Add("custom", strip); //Then you will tell the Emitter to use this ImageStrip. emitter.ImageStrip = "custom"; emitter.Frame = 2; //When using the ImageStrip, the Emitter will automatically render the //specified frame at the correct size, and the origin will always be at the //centre of the frame. system.AddEmitter(emitter); //If you make an error, either by telling the Emitter to use an ImageStrip that //doesn't exist, or telling it to use a frame that doesn't exist - The Emitter //will instead render Particles with an exclamation mark (!), to let you know //that there has been an error. }