예제 #1
0
        public static void Procesar()
        {
            // si el barco toca la moneda, la muevo de lugar y le doy puntos
            if (DetectarColision(Moneda.BoundingBox, Barco.mesh.BoundingBox))
            {
                Sonidos.Moneda();
                Puntos++;
                Moneda.Position = new Vector3(Utiles.fAleatorio(-1000, 1000), 0, Utiles.fAleatorio(-1000, 1000));
                GuiController.Instance.Logger.log("toco la moneda!\nnueva posicion:" + Moneda.Position);
            }

            Render();
        }
예제 #2
0
 public static void Cargar()
 {
     for (int i = 0; i < 50; i++)
     {
         ParticleEmitter Emisor = new ParticleEmitter(Utiles.TexturasDir("lluvia.png"), Utiles.iAleatorio(50, 100));
         float           Viento = Utiles.fAleatorio(50, 100);
         Emisor.Speed              = new Vector3(Viento, -Utiles.fAleatorio(50, 100), Viento);
         Emisor.Dispersion         = Utiles.iAleatorio(10, 100);
         Emisor.MinSizeParticle    = Utiles.fAleatorio(5, 10);
         Emisor.MaxSizeParticle    = Utiles.fAleatorio(10, 30);
         Emisor.CreationFrecuency  = Utiles.fAleatorio(0.01f, 0.5f);
         Emisor.ParticleTimeToLive = Utiles.fAleatorio(5, 10);
         Emisor.Distancia          = Utiles.fAleatorio(0.5f, 1);
         Emisores.Add(Emisor);
     }
 }
예제 #3
0
        public static void Render()
        {
            if (!ParametrosDeConfiguracion.RenderLluvia)
            {
                return;
            }

            Vector3 Posicion = GuiController.Instance.CurrentCamera.getPosition();
            Vector3 LookAt   = GuiController.Instance.CurrentCamera.getLookAt();

            Posicion.Y += Utiles.fAleatorio(50, 100);/* +(LookAt - Posicion).LengthSq() * 100;*/
            foreach (var Emisor in Emisores)
            {
                Posicion.X      = LookAt.X + Utiles.fAleatorio(-100, 100);
                Posicion.Z      = LookAt.Z + Utiles.fAleatorio(-100, 100);
                Emisor.Position = Posicion;
                Emisor.render();
            }
        }
예제 #4
0
        /// <summary>
        /// Crear un emisor de particulas
        /// </summary>
        /// <param name="texturePath">textura a utilizar</param>
        /// <param name="particlesCount">cantidad maxima de particlas a generar</param>
        public ParticleEmitter(string texturePath, int particlesCount)
        {
            Device device = GuiController.Instance.D3dDevice;

            //valores default
            enabled            = true;
            playing            = true;
            random             = new Random(0);
            creationFrecuency  = 1.0f;
            particleTimeToLive = 5.0f;
            minSizeParticle    = 0.25f;
            maxSizeParticle    = 0.5f;
            dispersion         = 100;
            speed = new Vector3(1, 1, 1) * Utiles.fAleatorio(1, 10);
            particleVertexArray = new Particle.ParticleVertex[1];
            vertexDeclaration   = new VertexDeclaration(device, Particle.ParticleVertexElements);
            position            = new Vector3(0, 0, 0);

            this.particlesCount = particlesCount;
            this.particles      = new Particle[particlesCount];

            this.particlesAlive = new ColaDeParticulas(particlesCount);
            this.particlesDead  = new Stack <Particle>(particlesCount);

            //Creo todas las particulas. Inicialmente estan todas muertas.
            for (int i = 0; i < particlesCount; i++)
            {
                this.particles[i] = new Particle();
                this.particlesDead.Push(this.particles[i]);
            }

            //Cargo la textura que tendra cada particula
            this.texture = TgcTexture.createTexture(device, texturePath);

            Distancia = 1.0f;
        }