/// <summary> /// Initialize the emitter with a texture for particles. /// </summary> /// <param name="particleTexture">Texture used for particles.</param> public void Initialize(Texture2D particleTexture) { _texture = particleTexture; _particleConfiguration.Width = _texture.Width; _particleConfiguration.Height = _texture.Height; YnParticle particle = null; Vector2 direction = Vector2.Zero; Rectangle rectangle = new Rectangle((int)_position.X, (int)_position.Y, _texture.Width, _texture.Height); for (int i = 0; i < _maxParticles; i++) { direction = YnRandom.GetVector2( _direction.X - _rotation / 2, _direction.X + _rotation / 2, _direction.Y - _rotation / 2, _direction.Y + _rotation / 2); particle = new YnParticle(_texture, rectangle, direction, 500); _particles.Add(particle); } }