void GenerateParticleEffects(SpriteStripManager item) { for (int i = 0; i < 3; i++) { ParticleEffects.EmitterLocation = new Vector2(item.XPos, item.YPos); ParticleEffects.Rangle = (float)ranGen.NextDouble() * 6.2f; ParticleEffects.NewParticle(item.myID); } }
public void Shoot(SpriteStripManager sprite, ParticleManager particle, SoundEffectInstance sound) { if (particle.particles.Count < 3) { if (sound.State == SoundState.Playing) { sound.Pause(); } sound.Play(); particle.EmitterLocation = new Vector2(sprite.XPos, sprite.YPos); particle.Rangle = sprite.rotation; particle.NewParticle(); } }
public void Shoot(SpriteStripManager sprite, ParticleManager particle, float angle, SoundEffectInstance sound) { //shoots at a specific angle this is used for when the AI fires if (particle.particles.Count < 3) { if (sound.State == SoundState.Playing) { sound.Pause(); } sound.Play(); particle.EmitterLocation = new Vector2(sprite.XPos, sprite.YPos); particle.Rangle = angle; particle.NewParticle(); } }
public void Shoot(SpriteStripManager sprite, ParticleManager particle) { particle.EmitterLocation = new Vector2(sprite.XPos, sprite.YPos); particle.Rangle = sprite.rotation; particle.NewParticle(); }