예제 #1
0
        /// <summary>
        /// Run the application
        /// </summary>
        public void Go()
        {
            // Make the particle emitter.
            emit              = new ParticleRectangleEmitter(particles);
            emit.Frequency    = 50000; // 100000 every 1000 updates.
            emit.LifeFullMin  = 20;
            emit.LifeFullMax  = 50;
            emit.LifeMin      = 10;
            emit.LifeMax      = 30;
            emit.DirectionMin = -2; // shoot up in radians.
            emit.DirectionMax = -1;
            emit.ColorMin     = Color.DarkBlue;
            emit.ColorMax     = Color.LightBlue;
            emit.SpeedMin     = 5;
            emit.SpeedMax     = 20;
            emit.MaxSize      = new SizeF(5, 5);
            emit.MinSize      = new SizeF(1, 1);

            // Make the first particle (a pixel)
            ParticlePixel first = new ParticlePixel(Color.White, 100, 200, new Vector(0, 0, 0), -1);

            particles.Add(first); // Add it to the system

            if (File.Exists(Path.Combine(dataDirectory, "marble1.png")))
            {
                filePath = "";
            }

            // Make the second particle (an animated sprite)
            AnimationCollection anim     = new AnimationCollection();
            SurfaceCollection   surfaces = new SurfaceCollection();

            surfaces.Add(Path.Combine(filePath, Path.Combine(dataDirectory, "marble1.png")), new Size(50, 50));
            anim.Add(surfaces, 1);
            AnimatedSprite marble = new AnimatedSprite(anim);

            marble.Animate = true;
            ParticleSprite second = new ParticleSprite(marble, 200, 200, new Vector(-7, -9, 0), 500);

            second.Life = -1;
            particles.Add(second); // Add it to the system

            // Add some manipulators to the particle system.
            ParticleGravity grav = new ParticleGravity(0.5f);

            particles.Manipulators.Add(grav);                                                       // Gravity of 0.5f
            particles.Manipulators.Add(new ParticleFriction(0.1f));                                 // Slow down particles
            particles.Manipulators.Add(vort);                                                       // A particle vortex fixed on the mouse
            particles.Manipulators.Add(new ParticleBoundary(SdlDotNet.Graphics.Video.Screen.Size)); // fix particles on screen.


            Events.Run();
        }
예제 #2
0
        private static void SpawnRain()
        {
            if (spawnTimer.TimeElapsedInMilliSeconds > 50)
            {
                spawnTimer.Reset();
                int[] indices = GameWorld.ChunkManager.GetVisibleIndexes();
                if (indices == null)
                {
                    return;
                }

                int width    = GameWorld.ChunkManager.GetVisibileWidth();
                int starting = indices[0];

                // Do the top row as always.
                for (int i = starting; i < starting + width; i++)
                {
                    Tile tile = GameWorld.GetTile(i);
                    ParticleSystem.Add(Particles.ParticleType.Rain, CalcHelper.GetRandXAndY(tile.DrawRectangle), new Vector2(0, 8), Color.Blue);
                }

                // This spawns particles on areas that have just been put into view.
                var newIndices = indices.Except(lastIndices);

                foreach (var i in newIndices)
                {
                    Tile tile = GameWorld.GetTile(i);
                    ParticleSystem.Add(Particles.ParticleType.Rain, CalcHelper.GetRandXAndY(tile.DrawRectangle), new Vector2(0, 8), Color.Blue);
                }

                lastIndices = indices;
            }
        }
예제 #3
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        public override void Update(Tile tile)
        {
            if (active && radius < 500)
            {
                _particleTimer.Increment();
                if (_particleTimer.TimeElapsedInMilliSeconds > 10)
                {
                    _particleTimer.Reset();
                    radius++;
                    Vector2 position = new Vector2(tile.GetDrawRectangle().Center.X, tile.GetDrawRectangle().Center.Y);
                    lastDeg %= 360;
                    for (int i = lastDeg; i < lastDeg + changeInDeg; i += 1)
                    {
                        double rads = Math.PI * i / 180;
                        float  x    = (float)Math.Cos(rads);
                        float  y    = (float)Math.Sin(rads);
                        ParticleSystem.Add(Particles.ParticleType.BlueFire, new Vector2(radius * x, radius * y) + position,
                                           new Vector2(x, y) * 2 * (float)TMBAW_Game.Random.NextDouble(), Color.White);

                        x *= -1;
                        y *= -1;
                        ParticleSystem.Add(Particles.ParticleType.BlueFire, new Vector2(radius * x, radius * y) + position,
                                           new Vector2(x, y) * 2 * (float)TMBAW_Game.Random.NextDouble(), Color.White);
                    }
                    lastDeg += changeInDeg;
                }
            }


            base.Update(tile);
        }
예제 #4
0
 public override void Update(Tile tile)
 {
     _fireParticleTimer.Increment();
     _smokeParticleTimer.Increment();
     _heatTimer.Increment();
     //Flame
     if (_fireParticleTimer.TimeElapsedInMilliSeconds > 500)
     {
         _fireParticleTimer.Reset();
         float velY  = (float)-TMBAW_Game.Random.NextDouble();
         Color color = Color.White;
         if (tile.Id == TMBAW_Game.TileType.GreenTorch)
         {
             color = Color.Green;
         }
         ParticleSystem.Add(ParticleType.Flame, new Vector2(tile.GetDrawRectangle().Center.X, tile.GetDrawRectangle().Center.Y - 10), new Vector2(0, velY), color);
     }
     // Heat effect.
     if (_heatTimer.TimeElapsedInMilliSeconds > 100)
     {
         _heatTimer.Reset();
         float velY = (float)-TMBAW_Game.Random.NextDouble();
         ParticleSystem.Add(ParticleType.HeatEffect, new Vector2(tile.GetDrawRectangle().Center.X, tile.GetDrawRectangle().Top), CalcHelper.GetRandXAndY(new Rectangle(-10, -10, 20, 0)) / 10, Color.White);
     }
     // Smoke
     if (_smokeParticleTimer.TimeElapsedInMilliSeconds > 400)
     {
         _smokeParticleTimer.Reset();
         float velY = (float)-TMBAW_Game.Random.NextDouble();
         ParticleSystem.Add(ParticleType.Flame, new Vector2(tile.GetDrawRectangle().Center.X, tile.GetDrawRectangle().Center.Y - 10), new Vector2(0, velY), new Color(30, 30, 30, 150));
     }
     base.Update(tile);
 }
예제 #5
0
 /// <summary>
 /// Creates destruction specific particles around an area.
 /// </summary>
 /// <param name="rect"></param>
 private static void CreateDestructionParticles(Rectangle rect)
 {
     for (var i = 0; i < 5; i++)
     {
         ParticleSystem.Add(ParticleType.Smoke, CalcHelper.GetRandXAndY(rect), new Vector2(TMBAW_Game.Random.Next(-10, 10) / 10f, TMBAW_Game.Random.Next(-10, 10) / 10f), Color.White);
     }
 }
예제 #6
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        public override void Update(Tile tile)
        {
            // Entity collision and damage.
            // TODO: Change collision detection so that only entities in the same chunk get checked.
            if (_isSpittingFire)
            {
                foreach (var entity in GameWorld.Entities)
                {
                    if (entity.CollRectangle.Intersects(_collRectangle))
                    {
                        entity.TakeDamage(null, Damage);
                    }
                }

                foreach (Player player in GameWorld.GetPlayers())
                {
                    if (player.CollRectangle.Intersects(_collRectangle))
                    {
                        player.TakeDamage(null, Damage);
                    }
                }
            }

            // Particles and visual effects.
            _spitTimer.Increment();
            if (_isSpittingFire)
            {
                tile.AnimationStopped = false;
                _flameSound.PlayIfStopped();
                if (_spitTimer.TimeElapsedInMilliSeconds < FireTime)
                {
                    _fireBallTimer.Increment();
                    if (_fireBallTimer.TimeElapsedInMilliSeconds > ParticleTime)
                    {
                        _fireBallTimer.Reset();
                        ParticleSystem.Add(Particles.ParticleType.FireBall, _leftCornerTile + new Vector2(3, 0) * 2, CalcHelper.GetRandXAndY(new Rectangle(-10, -50, 20, 30)) / 10f, Color.White);
                        ParticleSystem.Add(Particles.ParticleType.FireBall, _leftCornerTile + new Vector2(12, 0) * 2, CalcHelper.GetRandXAndY(new Rectangle(-10, -50, 20, 30)) / 10f, Color.White);
                    }
                }
                else
                {
                    _isSpittingFire = false;
                    _spitTimer.Reset();
                }
            }
            else
            {
                _flameSound.Stop();
                tile.AnimationStopped = true;
                tile.CurrentFrame     = 1;
                if (_spitTimer.TimeElapsedInMilliSeconds > IdleTime)
                {
                    _isSpittingFire = true;
                    _spitTimer.Reset();
                }
            }

            base.Update(tile);
        }
예제 #7
0
        public override void Update(GameTime gameTime)
        {
            Sparks.CapacityLimit = 2048;
            Sparks.RemoveParticlesWhenCapacityReached = true;

            if (Game.IsActive)
            {
                if (KeyWasPressed(Keys.O))
                {
                    ShowOutlines = !ShowOutlines;
                }
                if (KeyWasPressed(Keys.L))
                {
                    ShowLightmap = !ShowLightmap;
                }

                var ms = Mouse.GetState();
                Game.IsMouseVisible = true;

                LightmapScale = BaseLightmapScale + (ms.ScrollWheelValue / 200f);
                if (LightmapScale < 1f)
                {
                    LightmapScale = 1f;
                }

                var mousePos = new Vector2(ms.X, ms.Y);

                if (ms.LeftButton == ButtonState.Pressed)
                {
                    if (Dragging == null)
                    {
                        BackgroundEnvironment.Obstructions.Add(Dragging = new LightObstructionLine(mousePos, mousePos));
                    }
                    else
                    {
                        Dragging.B = mousePos;
                    }
                }
                else
                {
                    if (Dragging != null)
                    {
                        Dragging.B = mousePos;
                        Dragging   = null;
                    }
                }

                const int sparkSpawnCount    = 24;
                var       sparkSpawnPosition = mousePos;

                for (var i = 0; i < sparkSpawnCount; i++)
                {
                    Sparks.Add(new Spark(Sparks, sparkSpawnPosition, 3));
                }
            }

            Sparks.Update();
            SparkLights.Update();
        }
예제 #8
0
 /// <summary>
 /// Creates a new pixel particle emitter inside a particle system.
 /// </summary>
 /// <param name="system">The system to add to.</param>
 protected ParticleEmitter(ParticleSystem system)
     : this()
 {
     if (system == null)
     {
         throw new ArgumentNullException("system");
     }
     system.Add(this, true);
 }
예제 #9
0
 private void SpawnSparkles(PickedUpArgs e)
 {
     for (int i = 0; i < 2; i++)
     {
         float randY = (float)(TMBAW_Game.Random.Next(-1, 0) * TMBAW_Game.Random.NextDouble());
         float randX = (float)(TMBAW_Game.Random.Next(-1, 2) * TMBAW_Game.Random.NextDouble());
         ParticleSystem.Add(ParticleType.Tiny, CalcHelper.GetRandXAndY(CollRectangle), new Vector2(randX, randY), Color.Yellow);
     }
 }
예제 #10
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        public override void SpawnExplosion(Vector2 position)
        {
            for (int i = 0; i < 50; i++)
            {
                ParticleSystem.Add(ParticleType.TilePiece, position, null, Color.White);
            }

            position -= new Vector2(24, 24);
            ParticleSystem.Add(ParticleType.BlueFireExplosion, position, null, Color.White);
        }
예제 #11
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        public override void Bind(Entity entity, Main main, bool creating = false)
        {
            if (ParticleSystem.Get(main, "Dust") == null)
            {
                ParticleSystem.Add(main, "Dust",
                                   new ParticleSystem.ParticleSettings
                {
                    TextureName           = "Particles\\default",
                    EffectFile            = "Effects\\ParticleSnow",
                    MaxParticles          = 20000,
                    Duration              = TimeSpan.FromSeconds(3.0f),
                    MinHorizontalVelocity = -0.25f,
                    MaxHorizontalVelocity = 0.25f,
                    MinVerticalVelocity   = -0.25f,
                    MaxVerticalVelocity   = 0.25f,
                    Gravity                    = new Vector3(0.0f, 0.0f, 0.0f),
                    MinRotateSpeed             = 0.0f,
                    MaxRotateSpeed             = 0.0f,
                    MinStartSize               = 0.02f,
                    MaxStartSize               = 0.08f,
                    MinEndSize                 = 0.0f,
                    MaxEndSize                 = 0.0f,
                    MinColor                   = new Vector4(1.0f, 1.0f, 1.0f, 1.0f),
                    MaxColor                   = new Vector4(1.0f, 1.0f, 1.0f, 1.0f),
                    EmitterVelocitySensitivity = 1.0f,
                    BlendState                 = BlendState.Opaque,
                    Material                   = new Components.Model.Material {
                        SpecularIntensity = 0.0f, SpecularPower = 1.0f
                    },
                });
            }

            entity.CannotSuspendByDistance = true;
            entity.GetOrCreate <Transform>("Transform");

            ParticleEmitter emitter = entity.GetOrCreate <ParticleEmitter>("Emitter");

            this.SetMain(entity, main);

            emitter.CalculateVelocity        = false;
            emitter.ParticleType.Value       = "Dust";
            emitter.Jitter.Value             = new Vector3(10, 10, 10);
            emitter.ParticlesPerSecond.Value = 300;
            emitter.Add(new Binding <Vector3>(emitter.Position, main.Camera.Position));

            entity.Add("Velocity", emitter.VelocityOffset);

            entity.Add(new PostInitialization
            {
                delegate()
                {
                    emitter.Prime(Vector3.Zero);
                }
            });
        }
예제 #12
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 /// <summary>
 /// Creates and adds stomp particles where the entity is.
 /// </summary>
 /// <param name="count"></param>
 public void CreateStompParticles(int count)
 {
     if (_stompParticleTimer.TimeElapsedInMilliSeconds > 100)
     {
         for (int i = 0; i < count; i++)
         {
             ParticleSystem.Add(ParticleType.Smoke, new Vector2(CalcHelper.GetRandomX(GetCollRectangle()), GetCollRectangle().Bottom), new Vector2(TMBAW_Game.Random.Next(-5, 5) / 10f, -TMBAW_Game.Random.Next(1, 5) / 10f), Color.White);
         }
         _stompParticleTimer.Reset();
     }
 }
예제 #13
0
 public override void SpawnParticles()
 {
     if (_particleAlternatingVar)
     {
         ParticleSystem.Add(ParticleType.BlueFire, Center, null, Color.White);
     }
     else
     {
         ParticleSystem.Add(ParticleType.BlueFire, Center, null, new Color(0, 246, 255));
     }
     _particleAlternatingVar = !_particleAlternatingVar;
 }
예제 #14
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 private void Entity_CollidedWithTileBelow(Entity entity, Tile tile)
 {
     if (isFalling)
     {
         for (int i = 0; i < 20; i++)
         {
             ParticleSystem.Add(ParticleType.Smoke, CalcHelper.GetRandXAndY(new Rectangle(entity.GetCollRectangle().X, entity.GetCollRectangle().Bottom, entity.GetCollRectangle().Width, 1)),
                                CalcHelper.GetRandXAndY(new Rectangle(-40, -5, 80, 10)) / 10f, Color.White);
         }
     }
     isFalling = false;
 }
예제 #15
0
        private void SpawnEnemyParticles()
        {
            foreach (var en in enemiesBeingSpawned)
            {
                for (int i = 0; i < 5; i++)
                {
                    ParticleSystem.Add(ParticleType.Round_Common, CalcHelper.GetRandXAndY(en.GetDrawRectangle()), CalcHelper.GetRandXAndY(new Rectangle(-1, -1, 2, 2)), Color.Yellow);
                }

                en.SetVelX(0);
                en.SetVelY(0);
            }
        }
예제 #16
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        public override void Update(Tile tile)
        {
            heatTimer.Increment();
            bubblingSound.PlayIfStopped();

            if (heatTimer.TimeElapsedInMilliSeconds > 500)
            {
                heatTimer.Reset();
                if (GameWorld.GetTileAbove(tile.TileIndex).Id == TMBAW_Game.TileType.Air)
                {
                    ParticleSystem.Add(ParticleType.HeatEffect, new Vector2(tile.GetDrawRectangle().Center.X, tile.GetDrawRectangle().Top), CalcHelper.GetRandXAndY(new Rectangle(-10, -10, 10, 0)) / 10, Color.White);
                }
            }
        }
예제 #17
0
 private void SpawnSpellParticles()
 {
     for (int i = 0; i < 5; i++)
     {
         Vector2 offset;
         if (Entity.IsFacingRight)
         {
             offset = new Vector2(40, 3);
         }
         else
         {
             offset = new Vector2(20, 3);
         }
         ParticleSystem.Add(ParticleType.Tiny, new Vector2(Entity.GetDrawRectangle().X, Entity.GetDrawRectangle().Y) + offset, CalcHelper.GetRandXAndY(new Rectangle(-10, -10, 20, 20)) / 10, Color.Yellow);
     }
 }
예제 #18
0
        public void CreateMovingParticles()
        {
            if (!IsJumping)
            {
                if (Math.Abs(Velocity.X) < 3f)
                {
                    return;
                }
                if (_movementParticlesTimer.TimeElapsedInMilliSeconds > 500 / (Math.Abs(Velocity.X)))
                {
                    _movementParticlesTimer.Reset();

                    ParticleSystem.Add(ParticleType.Smoke, new Vector2(CollRectangle.Center.X, CollRectangle.Bottom),
                                       new Vector2(0, (float)(TMBAW_Game.Random.Next(-5, 5) / 10f)), Color.White);
                }
            }
        }
예제 #19
0
        public void OnJumpAction(Player player)
        {
            float jumpAcc = JumpAcc;

            if (player.IsDucking)
            {
                player.WantsToMoveDownPlatform = true;
                player.AddAnimationToQueue("fall");
                return;
            }
            if (player.IsClimbing)
            {
                if (player.IsInteractPressed())
                {
                    return;
                }
                player.IsClimbing = false;
                player.IsJumping  = false;

                if (player.IsMoveDownPressed())
                {
                    jumpAcc = 0;
                }
            }
            if (!player.IsJumping)
            {
                player.Sounds.GetSoundRef("jump").Play();
                player.IsJumping = true;
                player.SetVelY(jumpAcc);
                player.ChangePosBy(0, -1);
                player.AddAnimationToQueue("jump");
                player.CollidedWithTileBelow += OnTouchGround;
                _lastJumpTimer.Reset();
                player.GravityStrength = TMBAW_Game.Gravity * .5f;

                if (jumpAcc != 0)
                {
                    for (int i = 0; i < 10; i++)
                    {
                        ParticleSystem.Add(ParticleType.Smoke, new Vector2(CalcHelper.GetRandomX(player.GetCollRectangle()), player.GetCollRectangle().Bottom), new Vector2(TMBAW_Game.Random.Next((int)player.GetVelocity().X - 1, (int)player.GetVelocity().X + 1) / 10f, -TMBAW_Game.Random.Next(1, 10) / 10f), Color.White);
                    }
                }
            }
        }
예제 #20
0
        /// <summary>
        /// Deals a certain amount of damage to the entity.
        /// </summary>
        /// <param name="damageDealer">Can be null.</param>
        /// <param name="damage"></param>
        public virtual void TakeDamage(Entity damageDealer, int damage)
        {
            if (TMBAW_Game.CurrentGameMode == GameMode.Play)
            {
                if (IsTakingDamage || IsPlayingDeathAnimation || !CanTakeDamage)
                {
                    return;
                }

                if (this is Player)
                {
                    Overlay.ColoredCorners.FlashColor(Color.Red);
                }

                // Main.TimeFreeze.AddFrozenTime(damage*3);

                IsTakingDamage = true;
                Health        -= damage;
                ParticleSystem.Add("-" + damage, Center, new Vector2(TMBAW_Game.Random.Next(0, 2) * -2 + 1, -15), new Color(255, 108, 108));
                _hitRecentlyTimer.ResetAndWaitFor(500);
                _hitRecentlyTimer.SetTimeReached += HitByPlayerTimer_SetTimeReached;

                //Creates damage particles.
                int particleCount = damage / 2;
                if (particleCount > 100)
                {
                    particleCount = 100;
                }
                for (int i = 0; i < particleCount; i++)
                {
                    ParticleSystem.Add(ParticleType.Round_Common, CalcHelper.GetRandXAndY(CollRectangle), null, Color.Red);
                }

                //if (damageDealer == null)
                //    return;

                //Velocity.Y = -8f;
                //Velocity.X = (Weight / 2f);
                //if (!damageDealer.IsFacingRight)
                //    Velocity.X *= -1;

                HasTakenDamage?.Invoke();
            }
        }
예제 #21
0
        private void LevitateEntities()
        {
            const float maxVel   = 20f;
            float       velocity = maxVel / 2 * -(float)Math.Cos(2 * Math.PI * levitateEntitiesTimer.TimeElapsedInMilliSeconds / 10000) + maxVel / 2 + 1;

            foreach (Player player in GameWorld.GetPlayers())
            {
                player.SetVelY(-velocity);
                ParticleSystem.Add(ParticleType.Tiny, CalcHelper.GetRandXAndY(player.GetCollRectangle()), Vector2.Zero, new Color(196, 148, 255));
            }
            foreach (var entity in GameWorld.Entities)
            {
                if (entity != Entity)
                {
                    entity.SetVelY(-velocity);
                    ParticleSystem.Add(ParticleType.Tiny, CalcHelper.GetRandXAndY(entity.GetCollRectangle()), Vector2.Zero, new Color(196, 148, 255));
                }
            }
        }
예제 #22
0
        /// <summary>
        /// Creates death particles and calls event to do other death related things.
        /// </summary>
        private void DeathAnimationEnded()
        {
            _deathAnimationTimer.SetTimeReached -= DeathAnimationEnded;
            IsDead = true;

            for (int i = 0; i < 20; i++)
            {
                ParticleSystem.Add(ParticleType.Smoke, CalcHelper.GetRandXAndY(CollRectangle), new Vector2(0, -TMBAW_Game.Random.Next(1, 5) / 10f), Color.White);
            }

            //Rectangle[] desinRectangles;
            //GetDisintegratedRectangles(out desinRectangles);
            //foreach (Rectangle rect in desinRectangles)
            //{
            //    EntityTextureParticle par = new EntityTextureParticle(CalcHelper.GetRandomX(CollRectangle), CalcHelper.GetRandomY(CollRectangle), rect, new Vector2(Main.Random.Next(-5, 5) / 10f, -Main.Random.Next(-5, 5) / 10f), this);
            //    GameWorld.ParticleSystem.Add(par);
            //}

            HasFinishedDying?.Invoke(this);
        }
예제 #23
0
        protected virtual void initExplosion()
        {
            _ptclSystem               = new ParticleSystem();
            _ptclEmitter              = new ParticleSurfaceEmitter(_explosionColoredSurfaces == null ? _explosionSurfaces : _explosionColoredSurfaces);
            _ptclEmitter.Frequency    = 300;
            _ptclEmitter.LifeFullMin  = 20;
            _ptclEmitter.LifeFullMax  = 40;
            _ptclEmitter.LifeMin      = 10;
            _ptclEmitter.LifeMax      = 30;
            _ptclEmitter.DirectionMin = -(float)Math.PI;
            _ptclEmitter.DirectionMax = (float)Math.PI;
            _ptclEmitter.SpeedMin     = 5;
            _ptclEmitter.SpeedMax     = 6;

            _ptclSystem.Add(_ptclEmitter);

            _ptclSystem.Manipulators.Add(new ParticleGravity(0.2f));                                                           // Gravity
            _ptclSystem.Manipulators.Add(new ParticleFriction(0.3f));                                                          // Slow down _ptclSystem
            //_ptclSystem.Manipulators.Add(new ParticleVortex(1f, 200f)); // A particle vortex fixed on the mouse
            _ptclSystem.Manipulators.Add(new ParticleBoundary(new Size(Constants.StageViewWidth, Constants.StageViewHeight))); // fix _ptclSystem on screen.
        }
예제 #24
0
 public void AddParticle(Particle p)
 {
     System.Add(p);
 }
예제 #25
0
        public override void Awake()
        {
            base.Awake();
            this.EnabledInEditMode = true;
            this.EnabledWhenPaused = false;

            float sum = 0.0f;

            for (int x = 0; x < KernelSize; x++)
            {
                for (int y = 0; y < KernelSize; y++)
                {
                    float cell = (KernelSize / 2) - new Vector2(x - (KernelSize / 2), y - (KernelSize / 2)).Length();
                    audioKernel[x, y] = cell;
                    sum += cell;
                }
            }

            for (int x = 0; x < KernelSize; x++)
            {
                for (int y = 0; y < KernelSize; y++)
                {
                    audioKernel[x, y] /= sum;
                }
            }

            this.Jitter.Value = new Vector3(KernelSpacing * KernelSize * 0.5f, 0.0f, KernelSpacing * KernelSize * 0.5f);

            if (ParticleSystem.Get(main, "Rain") == null)
            {
                ParticleSystem.Add(main, "Rain",
                                   new ParticleSystem.ParticleSettings
                {
                    TextureName           = "Particles\\default",
                    EffectFile            = "Effects\\ParticleRain",
                    MaxParticles          = 25000,
                    Duration              = TimeSpan.FromSeconds(MaxLifetime),
                    MinHorizontalVelocity = 0.0f,
                    MaxHorizontalVelocity = 0.0f,
                    MinVerticalVelocity   = -VerticalSpeed,
                    MaxVerticalVelocity   = -VerticalSpeed,
                    Gravity        = new Vector3(0.0f, 0.0f, 0.0f),
                    MinRotateSpeed = 0.0f,
                    MaxRotateSpeed = 0.0f,
                    MinStartSize   = 0.3f,
                    MaxStartSize   = 0.3f,
                    MinEndSize     = 0.3f,
                    MaxEndSize     = 0.3f,
                    BlendState     = BlendState.Opaque,
                    MinColor       = new Vector4(0.6f, 0.6f, 0.6f, 1.0f),
                    MaxColor       = new Vector4(0.6f, 0.6f, 0.6f, 1.0f),
                    Material       = new Components.Model.Material {
                        SpecularIntensity = 0.0f, SpecularPower = 1.0f
                    },
                });
            }

            if (this.main.EditorEnabled)
            {
                this.Add(new Binding <Vector3>(this.CurrentLightningColor, this.LightningColor));
            }

            this.thunderTimer = this.ThunderIntervalMin + ((float)random.NextDouble() * (this.ThunderIntervalMax - this.ThunderIntervalMin));
        }
예제 #26
0
        public override void SpawnRibbon(int x)
        {
            Vector2 position = new Vector2(x, Center.Y - 8);

            ParticleSystem.Add(ParticleType.BlueFireRibbon, position, null, Color.White);
        }
예제 #27
0
        public override void Bind(Entity entity, Main main, bool creating = false)
        {
            if (ParticleSystem.Get(main, "SnakeSparks") == null)
            {
                ParticleSystem.Add(main, "SnakeSparks",
                                   new ParticleSystem.ParticleSettings
                {
                    TextureName           = "Particles\\splash",
                    MaxParticles          = 1000,
                    Duration              = TimeSpan.FromSeconds(1.0f),
                    MinHorizontalVelocity = -7.0f,
                    MaxHorizontalVelocity = 7.0f,
                    MinVerticalVelocity   = 0.0f,
                    MaxVerticalVelocity   = 7.0f,
                    Gravity        = new Vector3(0.0f, -10.0f, 0.0f),
                    MinRotateSpeed = -2.0f,
                    MaxRotateSpeed = 2.0f,
                    MinStartSize   = 0.3f,
                    MaxStartSize   = 0.7f,
                    MinEndSize     = 0.0f,
                    MaxEndSize     = 0.0f,
                    BlendState     = Microsoft.Xna.Framework.Graphics.BlendState.AlphaBlend,
                    MinColor       = new Vector4(2.0f, 2.0f, 2.0f, 1.0f),
                    MaxColor       = new Vector4(2.0f, 2.0f, 2.0f, 1.0f),
                });
                ParticleSystem.Add(main, "SnakeSparksRed",
                                   new ParticleSystem.ParticleSettings
                {
                    TextureName           = "Particles\\splash",
                    MaxParticles          = 1000,
                    Duration              = TimeSpan.FromSeconds(1.0f),
                    MinHorizontalVelocity = -7.0f,
                    MaxHorizontalVelocity = 7.0f,
                    MinVerticalVelocity   = 0.0f,
                    MaxVerticalVelocity   = 7.0f,
                    Gravity        = new Vector3(0.0f, -10.0f, 0.0f),
                    MinRotateSpeed = -2.0f,
                    MaxRotateSpeed = 2.0f,
                    MinStartSize   = 0.3f,
                    MaxStartSize   = 0.7f,
                    MinEndSize     = 0.0f,
                    MaxEndSize     = 0.0f,
                    BlendState     = Microsoft.Xna.Framework.Graphics.BlendState.AlphaBlend,
                    MinColor       = new Vector4(1.4f, 0.8f, 0.7f, 1.0f),
                    MaxColor       = new Vector4(1.4f, 0.8f, 0.7f, 1.0f),
                });
                ParticleSystem.Add(main, "SnakeSparksYellow",
                                   new ParticleSystem.ParticleSettings
                {
                    TextureName           = "Particles\\splash",
                    MaxParticles          = 1000,
                    Duration              = TimeSpan.FromSeconds(1.0f),
                    MinHorizontalVelocity = -7.0f,
                    MaxHorizontalVelocity = 7.0f,
                    MinVerticalVelocity   = 0.0f,
                    MaxVerticalVelocity   = 7.0f,
                    Gravity        = new Vector3(0.0f, -10.0f, 0.0f),
                    MinRotateSpeed = -2.0f,
                    MaxRotateSpeed = 2.0f,
                    MinStartSize   = 0.3f,
                    MaxStartSize   = 0.7f,
                    MinEndSize     = 0.0f,
                    MaxEndSize     = 0.0f,
                    BlendState     = Microsoft.Xna.Framework.Graphics.BlendState.AlphaBlend,
                    MinColor       = new Vector4(1.4f, 1.4f, 0.7f, 1.0f),
                    MaxColor       = new Vector4(1.4f, 1.4f, 0.7f, 1.0f),
                });
            }

            Snake snake = entity.GetOrCreate <Snake>("Snake");

            entity.CannotSuspendByDistance = true;
            Transform transform = entity.GetOrCreate <Transform>("Transform");

            AI ai = entity.GetOrCreate <AI>("AI");

            Agent agent = entity.GetOrCreate <Agent>("Agent");

            const float defaultSpeed    = 5.0f;
            const float chaseSpeed      = 18.0f;
            const float closeChaseSpeed = 12.0f;
            const float crushSpeed      = 125.0f;

            VoxelChaseAI chase = entity.GetOrCreate <VoxelChaseAI>("VoxelChaseAI");

            chase.Add(new TwoWayBinding <Vector3>(transform.Position, chase.Position));
            chase.Speed.Value             = defaultSpeed;
            chase.EnablePathfinding.Value = ai.CurrentState.Value == "Chase";
            chase.Filter = delegate(Voxel.State state)
            {
                if (state == Voxel.States.Infected || state == Voxel.States.Neutral || state == Voxel.States.Hard || state == Voxel.States.HardInfected)
                {
                    return(true);
                }
                return(false);
            };
            entity.Add(new CommandBinding(chase.Delete, entity.Delete));

            PointLight positionLight = null;

            if (!main.EditorEnabled)
            {
                positionLight                   = new PointLight();
                positionLight.Serialize         = false;
                positionLight.Color.Value       = new Vector3(1.5f, 0.5f, 0.5f);
                positionLight.Attenuation.Value = 20.0f;
                positionLight.Add(new Binding <bool, string>(positionLight.Enabled, x => x != "Suspended", ai.CurrentState));
                positionLight.Add(new Binding <Vector3, string>(positionLight.Color, delegate(string state)
                {
                    switch (state)
                    {
                    case "Chase":
                    case "Crush":
                        return(new Vector3(1.5f, 0.5f, 0.5f));

                    case "Alert":
                        return(new Vector3(1.5f, 1.5f, 0.5f));

                    default:
                        return(new Vector3(1.0f, 1.0f, 1.0f));
                    }
                }, ai.CurrentState));
                entity.Add("PositionLight", positionLight);
                ParticleEmitter emitter = entity.GetOrCreate <ParticleEmitter>("Particles");
                emitter.Serialize = false;
                emitter.ParticlesPerSecond.Value = 100;
                emitter.Add(new Binding <string>(emitter.ParticleType, delegate(string state)
                {
                    switch (state)
                    {
                    case "Chase":
                    case "Crush":
                        return("SnakeSparksRed");

                    case "Alert":
                        return("SnakeSparksYellow");

                    default:
                        return("SnakeSparks");
                    }
                }, ai.CurrentState));
                emitter.Add(new Binding <Vector3>(emitter.Position, transform.Position));
                emitter.Add(new Binding <bool, string>(emitter.Enabled, x => x != "Suspended", ai.CurrentState));

                positionLight.Add(new Binding <Vector3>(positionLight.Position, transform.Position));
                emitter.Add(new Binding <Vector3>(emitter.Position, transform.Position));
                agent.Add(new Binding <Vector3>(agent.Position, transform.Position));
                Sound.AttachTracker(entity);
            }

            AI.Task checkMap = new AI.Task
            {
                Action = delegate()
                {
                    if (chase.Voxel.Value.Target == null || !chase.Voxel.Value.Target.Active)
                    {
                        entity.Delete.Execute();
                    }
                },
            };

            AI.Task checkOperationalRadius = new AI.Task
            {
                Interval = 2.0f,
                Action   = delegate()
                {
                    bool shouldBeActive = (transform.Position.Value - main.Camera.Position).Length() < snake.OperationalRadius;
                    if (shouldBeActive && ai.CurrentState == "Suspended")
                    {
                        ai.CurrentState.Value = "Idle";
                    }
                    else if (!shouldBeActive && ai.CurrentState != "Suspended")
                    {
                        ai.CurrentState.Value = "Suspended";
                    }
                },
            };

            AI.Task checkTargetAgent = new AI.Task
            {
                Action = delegate()
                {
                    Entity target = ai.TargetAgent.Value.Target;
                    if (target == null || !target.Active)
                    {
                        ai.TargetAgent.Value  = null;
                        ai.CurrentState.Value = "Idle";
                    }
                },
            };

            Func <Voxel, Direction> randomValidDirection = delegate(Voxel m)
            {
                Voxel.Coord c    = chase.Coord;
                Direction[] dirs = new Direction[6];
                Array.Copy(DirectionExtensions.Directions, dirs, 6);

                // Shuffle directions
                int i = 5;
                while (i > 0)
                {
                    int       k    = this.random.Next(i);
                    Direction temp = dirs[i];
                    dirs[i] = dirs[k];
                    dirs[k] = temp;
                    i--;
                }

                foreach (Direction dir in dirs)
                {
                    if (chase.Filter(m[c.Move(dir)]))
                    {
                        return(dir);
                    }
                }
                return(Direction.None);
            };

            Direction currentDir = Direction.None;

            chase.Add(new CommandBinding <Voxel, Voxel.Coord>(chase.Moved, delegate(Voxel m, Voxel.Coord c)
            {
                if (chase.Active)
                {
                    string currentState = ai.CurrentState.Value;
                    Voxel.t id          = m[c].ID;
                    if (id == Voxel.t.Hard)
                    {
                        m.Empty(c);
                        m.Fill(c, Voxel.States.HardInfected);
                        m.Regenerate();
                    }
                    else if (id == Voxel.t.Neutral)
                    {
                        m.Empty(c);
                        m.Fill(c, Voxel.States.Infected);
                        m.Regenerate();
                    }
                    else if (id == Voxel.t.Empty)
                    {
                        m.Fill(c, Voxel.States.Infected);
                        m.Regenerate();
                    }

                    if (currentState == "Idle")
                    {
                        if (currentDir == Direction.None || !chase.Filter(m[chase.Coord.Value.Move(currentDir)]) || this.random.Next(8) == 0)
                        {
                            currentDir = randomValidDirection(m);
                        }
                        chase.Coord.Value = chase.Coord.Value.Move(currentDir);
                    }
                    else if (snake.Path.Length > 0)
                    {
                        chase.Coord.Value = snake.Path[0];
                        snake.Path.RemoveAt(0);
                    }
                }
            }));

            Sound.AttachTracker(entity);
            SoundKiller.Add(entity, AK.EVENTS.STOP_SNAKE);
            ai.Add(new ChangeBinding <string>(ai.CurrentState, delegate(string old, string value)
            {
                if (value == "Suspended" || value == "Alert")
                {
                    AkSoundEngine.PostEvent(AK.EVENTS.STOP_SNAKE, entity);
                }
                else if (old != "Idle" && old != "Chase" && old != "Crush")
                {
                    AkSoundEngine.PostEvent(AK.EVENTS.PLAY_SNAKE, entity);
                }
            }));

            const float sightDistance   = 50.0f;
            const float hearingDistance = 0.0f;

            ai.Setup
            (
                new AI.AIState
            {
                Name  = "Suspended",
                Tasks = new[] { checkOperationalRadius },
            },
                new AI.AIState
            {
                Name  = "Idle",
                Enter = delegate(AI.AIState previous)
                {
                    Entity voxelEntity = chase.Voxel.Value.Target;
                    if (voxelEntity != null)
                    {
                        Voxel m = voxelEntity.Get <Voxel>();
                        if (currentDir == Direction.None || !chase.Filter(m[chase.Coord.Value.Move(currentDir)]))
                        {
                            currentDir = randomValidDirection(m);
                        }
                        chase.Coord.Value = chase.Coord.Value.Move(currentDir);
                    }
                },
                Tasks = new[]
                {
                    checkMap,
                    checkOperationalRadius,
                    new AI.Task
                    {
                        Interval = 1.0f,
                        Action   = delegate()
                        {
                            Agent a = Agent.Query(transform.Position, sightDistance, hearingDistance, x => x.Entity.Type == "Player");
                            if (a != null)
                            {
                                ai.CurrentState.Value = "Alert";
                            }
                        },
                    },
                },
            },
                new AI.AIState
            {
                Name  = "Alert",
                Enter = delegate(AI.AIState previous)
                {
                    chase.EnableMovement.Value = false;
                },
                Exit = delegate(AI.AIState next)
                {
                    chase.EnableMovement.Value = true;
                },
                Tasks = new[]
                {
                    checkMap,
                    checkOperationalRadius,
                    new AI.Task
                    {
                        Interval = 0.4f,
                        Action   = delegate()
                        {
                            if (ai.TimeInCurrentState > 3.0f)
                            {
                                ai.CurrentState.Value = "Idle";
                            }
                            else
                            {
                                Agent a = Agent.Query(transform.Position, sightDistance, hearingDistance, x => x.Entity.Type == "Player");
                                if (a != null)
                                {
                                    ai.TargetAgent.Value  = a.Entity;
                                    ai.CurrentState.Value = "Chase";
                                }
                            }
                        },
                    },
                },
            },
                new AI.AIState
            {
                Name  = "Chase",
                Enter = delegate(AI.AIState previousState)
                {
                    chase.EnablePathfinding.Value = true;
                    chase.Speed.Value             = chaseSpeed;
                },
                Exit = delegate(AI.AIState nextState)
                {
                    chase.EnablePathfinding.Value = false;
                    chase.Speed.Value             = defaultSpeed;
                },
                Tasks = new[]
                {
                    checkMap,
                    checkOperationalRadius,
                    checkTargetAgent,
                    new AI.Task
                    {
                        Interval = 0.07f,
                        Action   = delegate()
                        {
                            Vector3 targetPosition = ai.TargetAgent.Value.Target.Get <Agent>().Position;

                            float targetDistance = (targetPosition - transform.Position).Length();

                            chase.Speed.Value = targetDistance < 15.0f ? closeChaseSpeed : chaseSpeed;

                            if (targetDistance > 50.0f || ai.TimeInCurrentState > 30.0f)                                     // He got away
                            {
                                ai.CurrentState.Value = "Alert";
                            }
                            else if (targetDistance < 4.0f)                                     // We got 'im
                            {
                                // First, make sure we're not near a reset block
                                Voxel v = chase.Voxel.Value.Target.Get <Voxel>();
                                if (VoxelAStar.BroadphaseSearch(v, chase.Coord, 6, x => x.Type == Lemma.Components.Voxel.States.Reset) == null)
                                {
                                    ai.CurrentState.Value = "Crush";
                                }
                            }
                            else
                            {
                                chase.Target.Value = targetPosition;
                            }
                        },
                    },
                },
            },
                new AI.AIState
            {
                Name  = "Crush",
                Enter = delegate(AI.AIState lastState)
                {
                    // Set up cage
                    Voxel.Coord center = chase.Voxel.Value.Target.Get <Voxel>().GetCoordinate(ai.TargetAgent.Value.Target.Get <Agent>().Position);

                    int radius = 1;

                    // Bottom
                    for (int x = center.X - radius; x <= center.X + radius; x++)
                    {
                        for (int z = center.Z - radius; z <= center.Z + radius; z++)
                        {
                            snake.Path.Add(new Voxel.Coord {
                                X = x, Y = center.Y - 4, Z = z
                            });
                        }
                    }

                    // Outer shell
                    radius = 2;
                    for (int y = center.Y - 3; y <= center.Y + 3; y++)
                    {
                        // Left
                        for (int z = center.Z - radius; z <= center.Z + radius; z++)
                        {
                            snake.Path.Add(new Voxel.Coord {
                                X = center.X - radius, Y = y, Z = z
                            });
                        }

                        // Right
                        for (int z = center.Z - radius; z <= center.Z + radius; z++)
                        {
                            snake.Path.Add(new Voxel.Coord {
                                X = center.X + radius, Y = y, Z = z
                            });
                        }

                        // Backward
                        for (int x = center.X - radius; x <= center.X + radius; x++)
                        {
                            snake.Path.Add(new Voxel.Coord {
                                X = x, Y = y, Z = center.Z - radius
                            });
                        }

                        // Forward
                        for (int x = center.X - radius; x <= center.X + radius; x++)
                        {
                            snake.Path.Add(new Voxel.Coord {
                                X = x, Y = y, Z = center.Z + radius
                            });
                        }
                    }

                    // Top
                    for (int x = center.X - radius; x <= center.X + radius; x++)
                    {
                        for (int z = center.Z - radius; z <= center.Z + radius; z++)
                        {
                            snake.Path.Add(new Voxel.Coord {
                                X = x, Y = center.Y + 3, Z = z
                            });
                        }
                    }

                    chase.EnablePathfinding.Value = false;
                    chase.Speed.Value             = crushSpeed;

                    snake.CrushCoordinate.Value = chase.Coord;
                },
                Exit = delegate(AI.AIState nextState)
                {
                    chase.Speed.Value = defaultSpeed;
                    chase.Coord.Value = chase.LastCoord.Value = snake.CrushCoordinate;
                    snake.Path.Clear();
                },
                Tasks = new[]
                {
                    checkMap,
                    checkOperationalRadius,
                    checkTargetAgent,
                    new AI.Task
                    {
                        Interval = 0.01f,
                        Action   = delegate()
                        {
                            Agent a = ai.TargetAgent.Value.Target.Get <Agent>();
                            a.Damage.Execute(0.01f / 1.5f);                                     // seconds to kill
                            if (!a.Active)
                            {
                                ai.CurrentState.Value = "Alert";
                            }
                            else
                            {
                                if ((a.Position - transform.Position.Value).Length() > 5.0f)                                         // They're getting away
                                {
                                    ai.CurrentState.Value = "Chase";
                                }
                            }
                        }
                    }
                },
            }
            );

            this.SetMain(entity, main);

            entity.Add("OperationalRadius", snake.OperationalRadius);
        }
예제 #28
0
 private void Gem_OnPlayerPickUp(PickedUpArgs e)
 {
     e.Player.Score += GetValue();
     ParticleSystem.Add("+" + GetValue() + "g", Center, new Vector2((float)TMBAW_Game.Random.NextDouble() * (TMBAW_Game.Random.Next(0, 2) - 1), -13), new Color(255, 233, 108));
     //GameWorld.ParticleSystem.Add(new SplashNumber(this, GetValue(), Color.DarkGoldenrod));
 }
예제 #29
0
        public override void Bind(Entity entity, Main main, bool creating = false)
        {
            if (ParticleSystem.Get(main, "Snow") == null)
            {
                ParticleSystem.Add(main, "Snow",
                                   new ParticleSystem.ParticleSettings
                {
                    TextureName           = "Particles\\default",
                    EffectFile            = "Effects\\ParticleSnow",
                    MaxParticles          = 50000,
                    Duration              = TimeSpan.FromSeconds(SnowFactory.MaxLifetime),
                    MinHorizontalVelocity = -1.0f,
                    MaxHorizontalVelocity = 1.0f,
                    MinVerticalVelocity   = -1.0f,
                    MaxVerticalVelocity   = 1.0f,
                    Gravity                    = new Vector3(0.0f, 0.0f, 0.0f),
                    MinRotateSpeed             = 0.0f,
                    MaxRotateSpeed             = 0.0f,
                    MinStartSize               = 0.05f,
                    MaxStartSize               = 0.15f,
                    MinEndSize                 = 0.05f,
                    MaxEndSize                 = 0.15f,
                    MinColor                   = new Vector4(0.5f, 0.5f, 0.5f, 1.0f),
                    MaxColor                   = new Vector4(0.5f, 0.5f, 0.5f, 1.0f),
                    EmitterVelocitySensitivity = 1.0f,
                    BlendState                 = BlendState.Opaque,
                    Material                   = new Components.Model.Material {
                        SpecularIntensity = 0.0f, SpecularPower = 1.0f
                    },
                });
                ParticleSystem.Add(main, "Wind",
                                   new ParticleSystem.ParticleSettings
                {
                    TextureName           = "Particles\\wind",
                    EffectFile            = "Effects\\ParticleVolume",
                    MaxParticles          = 10000,
                    Duration              = TimeSpan.FromSeconds(SnowFactory.MaxWindLifetime),
                    MinHorizontalVelocity = -1.0f,
                    MaxHorizontalVelocity = 1.0f,
                    MinVerticalVelocity   = -1.0f,
                    MaxVerticalVelocity   = 1.0f,
                    Gravity                    = new Vector3(0.0f, 0.0f, 0.0f),
                    MinRotateSpeed             = -1.0f,
                    MaxRotateSpeed             = 1.0f,
                    MinStartSize               = 20.0f,
                    MaxStartSize               = 30.0f,
                    MinEndSize                 = 30.0f,
                    MaxEndSize                 = 45.0f,
                    MinColor                   = new Vector4(1.0f, 1.0f, 1.0f, 0.2f),
                    MaxColor                   = new Vector4(1.0f, 1.0f, 1.0f, 0.2f),
                    EmitterVelocitySensitivity = 1.0f,
                    BlendState                 = BlendState.AlphaBlend,
                });
            }

            entity.CannotSuspendByDistance = true;
            Transform transform = entity.GetOrCreate <Transform>("Transform");

            ParticleWind wind = entity.GetOrCreate <ParticleWind>("Wind");

            ParticleEmitter emitter = entity.GetOrCreate <ParticleEmitter>("Emitter");

            emitter.Add(new Binding <Vector3>(emitter.Jitter, wind.Jitter));

            ParticleEmitter windEmitter = entity.GetOrCreate <ParticleEmitter>("WindEmitter");

            windEmitter.Add(new Binding <Vector3>(windEmitter.Jitter, wind.Jitter));

            Property <Vector3> dir = new Property <Vector3>();

            transform.Add(new Binding <Vector3, Quaternion>(dir, x => Vector3.Transform(Vector3.Down, x), transform.Quaternion));
            wind.Add(new Binding <Quaternion>(wind.Orientation, transform.Quaternion));

            emitter.Add(new Binding <Vector3, float>(emitter.Position, x => new Vector3(0, x * ParticleWind.StartHeightMultiplier, 0), wind.Speed));
            windEmitter.Add(new Binding <Vector3, float>(windEmitter.Position, x => new Vector3(0, x * ParticleWind.StartHeightMultiplier * 2, 0), wind.Speed));

            emitter.AddParticle = delegate(Vector3 position, Vector3 velocity, float prime)
            {
                Vector3 kernelCoord = (position + wind.Jitter) / wind.KernelSpacing;
                float   distance    = wind.RaycastDistances[Math.Max(0, Math.Min(ParticleWind.KernelSize - 1, (int)kernelCoord.X)), Math.Max(0, Math.Min(ParticleWind.KernelSize - 1, (int)kernelCoord.Z))];
                if (distance > 0)
                {
                    float lifetime = Math.Min(distance / wind.Speed, SnowFactory.MaxLifetime);
                    if (lifetime > prime)
                    {
                        emitter.ParticleSystem.AddParticle(main.Camera.Position + Vector3.Transform(position, transform.Quaternion), dir.Value * wind.Speed.Value, lifetime, -1.0f, prime);
                    }
                }
            };

            windEmitter.AddParticle = delegate(Vector3 position, Vector3 velocity, float prime)
            {
                Vector3 kernelCoord = (position + wind.Jitter) / wind.KernelSpacing;
                float   distance    = wind.RaycastDistances[Math.Max(0, Math.Min(ParticleWind.KernelSize - 1, (int)kernelCoord.X)), Math.Max(0, Math.Min(ParticleWind.KernelSize - 1, (int)kernelCoord.Z))];
                if (distance > 0)
                {
                    float lifetime = Math.Min((distance + ParticleWind.StartHeightMultiplier) / wind.Speed, SnowFactory.MaxWindLifetime);
                    if (lifetime > prime)
                    {
                        windEmitter.ParticleSystem.AddParticle(main.Camera.Position + Vector3.Transform(position, transform.Quaternion), dir.Value * wind.Speed.Value, lifetime, -1.0f, prime);
                    }
                }
            };

            this.SetMain(entity, main);
            emitter.ParticleType.Value     = "Snow";
            windEmitter.ParticleType.Value = "Wind";

            entity.Add("KernelSpacing", wind.KernelSpacing);
            entity.Add("ParticlesPerSecond", emitter.ParticlesPerSecond);
            entity.Add("WindParticlesPerSecond", windEmitter.ParticlesPerSecond);
            entity.Add("Wind", wind.Speed);

            entity.Add(new PostInitialization
            {
                delegate()
                {
                    wind.Update();
                    emitter.Prime(Vector3.Zero);
                    windEmitter.Prime(Vector3.Zero);
                }
            });
        }