protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Load shaders fxParticles = Content.Load <Effect>("Shaders\\Particles"); fxParticles.Parameters["Texture"].SetValue(Content.Load <Texture2D>("Textures\\Particle")); box = new TransparentBox(GraphicsDevice); // load font font = Content.Load <SpriteFont>("Fonts\\Debug"); this.Components.Add(fpsCounter = new FPSCounter(this)); int pCount = 0; // Particles particles = new Particles(fxParticles); float pOffset = particles.ParticleRadius * 2; Color color = Color.White; for (int x = 0; x < 5; x++) { for (int z = 0; z < 5; z++) { for (int y = 0; y < 10; y++) { if (pCount >= 50 && pCount < 100) { color = Color.Red; } else if (pCount >= 100 && pCount < 150) { color = Color.Yellow; } else if (pCount >= 150 && pCount < 200) { color = Color.Green; } else if (pCount >= 200 && pCount < 250) { color = Color.CornflowerBlue; } particles.Add(new Particle(new Vector3(x, y, z) * pOffset, particles.GetRandomVelocity(), color)); pCount++; } } } color = Color.Red; }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Load shaders fxParticles = Content.Load<Effect>("Shaders\\Particles"); fxParticles.Parameters["Texture"].SetValue(Content.Load<Texture2D>("Textures\\Particle")); box = new TransparentBox(GraphicsDevice); // load font font = Content.Load<SpriteFont>("Fonts\\Debug"); this.Components.Add(fpsCounter = new FPSCounter(this)); int pCount = 0; // Particles particles = new Particles(fxParticles); float pOffset = particles.ParticleRadius * 2; Color color = Color.White; for (int x = 0; x < 5; x++) { for (int z = 0; z < 5; z++) { for (int y = 0; y < 10; y++) { if (pCount >= 50 && pCount < 100) color = Color.Red; else if (pCount >= 100 && pCount < 150) color = Color.Yellow; else if (pCount >= 150 && pCount < 200) color = Color.Green; else if(pCount >= 200 && pCount < 250) color = Color.CornflowerBlue; particles.Add(new Particle(new Vector3(x, y, z) * pOffset, particles.GetRandomVelocity(), color)); pCount++; } } } color = Color.Red; }