public ParticlesManager(WarZGame game) : base(game) { WZGame = game; explosionParticles = new ExplosionParticleSystem(WZGame); explosionSmokeParticles = new ExplosionSmokeParticleSystem(WZGame); projectileTrailParticles = new ProjectileTrailParticleSystem(WZGame); smokePlumeParticles = new SmokePlumeParticleSystem(WZGame); fireParticles = new FireParticleSystem(WZGame); // Set the draw order so the explosions and fire // will appear over the top of the smoke. smokePlumeParticles.DrawOrder = 150; explosionSmokeParticles.DrawOrder = 200; projectileTrailParticles.DrawOrder = 300; explosionParticles.DrawOrder = 400; fireParticles.DrawOrder = 500; // Register the particle system WZGame.Components. WZGame.Components.Add(explosionParticles); WZGame.Components.Add(explosionSmokeParticles); WZGame.Components.Add(projectileTrailParticles); WZGame.Components.Add(smokePlumeParticles); WZGame.Components.Add(fireParticles); }
/// <summary> /// Constructs a new particle emitter object. /// </summary> public ParticleEmitter(ParticleSystem particleSystem, float particlesPerSecond, Vector3 initialPosition) { this.particleSystem = particleSystem; timeBetweenParticles = 1.0f / particlesPerSecond; previousPosition = initialPosition; }
public Explosion(ParticleSystem explosionParticles, ParticleSystem explosionSmokeParticles) { this.explosionParticles = explosionParticles; this.explosionSmokeParticles = explosionSmokeParticles; // Start at the origin, firing in a random (but roughly upward) direction. //Position = Vector3.Zero; velocity.X = (float)(random.NextDouble() - 0.5) * sidewaysVelocityRange; velocity.Y = (float)(random.NextDouble() + 0.5) * verticalVelocityRange; velocity.Z = (float)(random.NextDouble() - 0.5) * sidewaysVelocityRange; }
/// <summary> /// Constructs a new projectile. /// </summary> public Projectile(ParticleSystem explosionParticles, ParticleSystem explosionSmokeParticles, ParticleSystem projectileTrailParticles) { this.explosionParticles = explosionParticles; this.explosionSmokeParticles = explosionSmokeParticles; // Start at the origin, firing in a random (but roughly upward) direction. //Position = Vector3.Zero; velocity.X = (float)(random.NextDouble() - 0.5) * sidewaysVelocityRange; velocity.Y = (float)(random.NextDouble() + 0.5) * verticalVelocityRange; velocity.Z = (float)(random.NextDouble() - 0.5) * sidewaysVelocityRange; // Use the particle emitter helper to output our trail particles. trailEmitter = new ParticleEmitter(projectileTrailParticles, trailParticlesPerSecond, Position); }