public Game1() { //Map.MAPSIZE = 513; // ParticleSimple ps; graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; //camera = new Camera(this); ls.Add(Sens.Droite); ls.Add(Sens.Gauche); camera.actucamera(ls); //graphics.ToggleFullScreen(); graphics.PreferredBackBufferWidth = Tools.Quick.screen.Bounds.Width; graphics.PreferredBackBufferHeight = Tools.Quick.screen.Bounds.Height; Tools.Quick.bounds.X = graphics.PreferredBackBufferWidth; Tools.Quick.bounds.Y = graphics.PreferredBackBufferHeight; particleManager = new ParticleManager(this); Tools.Quick.game = this; mousy = new ActionMouse(this, camera); Tools.Quick.actmouse = mousy; water = new Water(this); skybox = new SkyBox(this); trees = new Trees(this); d = new Dungeon(25, this); Map map = new Map(); actualGround = new Ground(this, map); world = new WorldSpace(this); dungeon = new WorldSpace(this); }
public ParticleInit(ParticleManager pm , Game game, ContentManager content) { ParticleSettings settings = new ParticleSettings(); settings.ParticleName = "Soins"; settings.TextureName = "Star"; settings.MaxParticles = 2400; settings.Duration = TimeSpan.FromSeconds(2); settings.DurationRandomness = 0.51f; settings.MinHorizontalVelocity = 1; settings.MaxHorizontalVelocity = 1; settings.MinVerticalVelocity = -0; settings.MaxVerticalVelocity = -2.5f; // Set gravity upside down, so the flames will 'fall' upward. settings.Gravity = new Vector3(0, 1, 0); settings.MinColor = new Color(200, 200, 0, 255); settings.MaxColor = new Color(255, 250, 250, 0); settings.MinStartSize = 0.5f; settings.MaxStartSize = 1f; settings.MinEndSize = 0.01f; settings.MaxEndSize = 0.01f; // Use additive blending. settings.BlendState = BlendState.AlphaBlend; CustomParticle cp = new CustomParticle(settings, game, content); cp.Initialize(); pm.Add(cp); settings = new ParticleSettings(); settings.ParticleName = "Freeze"; settings.TextureName = "Snow"; settings.MaxParticles = 4800; settings.Duration = TimeSpan.FromSeconds(4); settings.DurationRandomness = 0.51f; settings.MinHorizontalVelocity = -1; settings.MaxHorizontalVelocity = 1; settings.MinVerticalVelocity = -2.5f; settings.MaxVerticalVelocity = 2.5f; // Set gravity upside down, so the flames will 'fall' upward. settings.Gravity = new Vector3(0, 0, 0); settings.MinColor = new Color(200, 230, 200, 0); settings.MaxColor = new Color(255, 255, 255, 255); settings.MinStartSize = 0.01f; settings.MaxStartSize = 0.01f; settings.MinEndSize = 0.1f; settings.MaxEndSize = 0.1f; // Use additive blending. settings.BlendState = BlendState.AlphaBlend; cp = new CustomParticle(settings, game, content); cp.Initialize(); pm.Add(cp); settings = new ParticleSettings(); settings.ParticleName = "Snow"; settings.TextureName = "Snow"; settings.MaxParticles = 16000; settings.Duration = TimeSpan.FromSeconds(5); settings.DurationRandomness = 0f; settings.MinHorizontalVelocity = 0; settings.MaxHorizontalVelocity = 0f; settings.MinVerticalVelocity = 0; settings.MaxVerticalVelocity = 00f; // Set gravity upside down, so the flames will 'fall' upward. settings.Gravity = new Vector3(rnd.Next(-10, 10), -40, rnd.Next(-10, 10)); settings.MinColor = new Color(200, 230, 200, 0); settings.MaxColor = new Color(255, 255, 255, 0); settings.MinStartSize = 0.25f; settings.MaxStartSize = 0.25f; settings.MinEndSize = 0.25f; settings.MaxEndSize = 0.25f; // Use additive blending. settings.BlendState = BlendState.AlphaBlend; cp = new CustomParticle(settings, game, content); cp.Initialize(); pm.Add(cp); settings = new ParticleSettings(); settings.ParticleName = "Rain"; settings.TextureName = "Water001"; settings.MaxParticles = 16000; settings.Duration = TimeSpan.FromSeconds(5); settings.DurationRandomness = 0f; settings.MinHorizontalVelocity = 0; settings.MaxHorizontalVelocity = 0f; settings.MinVerticalVelocity = 0; settings.MaxVerticalVelocity = 00f; // Set gravity upside down, so the flames will 'fall' upward. settings.Gravity = new Vector3(0, -40, 0); settings.MinColor = new Color(200, 230, 200, 0); settings.MaxColor = new Color(255, 255, 255, 0); settings.MinStartSize = 0.25f; settings.MaxStartSize = 0.25f; settings.MinEndSize = 0.25f; settings.MaxEndSize = 0.25f; // Use additive blending. settings.BlendState = BlendState.AlphaBlend; cp = new CustomParticle(settings, game, content); cp.Initialize(); pm.Add(cp); }