/// <summary> /// Erstellt eine Representation eines PowerUps. /// <param name="graphics">GraphicsDeviceManager</param> /// <param name="powerUp">übergebenes PowerUp-Objekt</param> /// <param name="texture">Textur des PowerUps</param> /// </summary> public PowerUpRepresentation(PowerUp powerUp, Texture2D texture, Color color, GraphicsDeviceManager graphics) { GameItem = powerUp; this.texture = texture; this.model = ViewContent.RepresentationContent.PowerUp; this.position = PlaneProjector.Convert2DTo3D(GameItem.Position); this.graphics = graphics; //Winkel in ° this.angle = 0.0f; this.rotationSpeed = 1.0f; this.World = Matrix.CreateWorld(this.position, Vector3.Forward, Vector3.Up); this.powerUpGlitter = (PowerUpGlitter)createParticleEngine(ViewContent.RepresentationContent.GlitterTexture, PlaneProjector.ToScreenCoordinates(position, graphics), 0.2f, color); this.color = color; }
private ParticleEngine createParticleEngine(Texture2D texture, Vector2 location, float size, Color color) { //evtl. velocity von gameitem übergeben this.powerUpGlitter = new PowerUpGlitter(texture, location, size, color, graphics); return(powerUpGlitter); }