public RainSystem(Game game, Vector3 Position, Vector2 scale, int nParticle, Vector2 ParticleSize, float lifeSpan, Vector3 wind, float FadeInTime, bool snow) : base(game) { this.graphicsDevice = game.GraphicsDevice; this.Position = Position; this.scale = scale; this.nParticle = nParticle; this.ParticleSize = ParticleSize; this.lifeSpan = lifeSpan; this.wind = wind; this.FadeInTime = FadeInTime; this.snow = snow; if(!snow) rp = new ParticleSystem(graphicsDevice, game.Content, game.Content.Load<Texture2D>("textures/Particles/rain"), nParticle, ParticleSize, lifeSpan, wind, FadeInTime); else rp = new ParticleSystem(graphicsDevice, game.Content, game.Content.Load<Texture2D>("textures/Particles/snow"), nParticle, ParticleSize, lifeSpan, wind, FadeInTime); }
public FireSystem(Game game, Vector3 Position, Vector2 scale, int nParticle, Vector2 ParticleSize, Vector2 ParticleScaleSpeed, float lifeSpan, Vector3 wind, float FadeInTime) : base(game) { this.graphicsDevice = game.GraphicsDevice; this.Position = Position; this.scale = scale; this.nParticle = nParticle; this.ParticleSize = ParticleSize; this.ParticleScaleSpeed = ParticleScaleSpeed; this.lifeSpan = lifeSpan; this.wind = wind; this.FadeInTime = FadeInTime; SmokeSize = ParticleSize; ps = new ParticleSystem(graphicsDevice, game.Content, game.Content.Load<Texture2D>("textures/Particles/fire"), nParticle, ParticleSize, lifeSpan, wind, FadeInTime); smoke = new ParticleSystem(graphicsDevice, game.Content, game.Content.Load<Texture2D>("textures/Particles/smoke"), nParticle, ParticleSize, lifeSpan * 5, wind * 2, FadeInTime /100); }
public GroundHitSystem(Game game, Vector3 Position, Vector2 scale, int nParticle, Vector2 ParticleSize, Vector2 ParticleScaleSpeed, float lifeSpan, Vector3 wind, float FadeInTime) : base(game) { this.graphicsDevice = game.GraphicsDevice; this.Position = Position; this.scale = scale; this.nParticle = nParticle; this.ParticleSize = ParticleSize; this.ParticleScaleSpeed = ParticleScaleSpeed; this.lifeSpan = lifeSpan; this.wind = wind; this.FadeInTime = FadeInTime; dust = new ParticleSystem(graphicsDevice, game.Content, game.Content.Load<Texture2D>("textures/Particles/smoke"), nParticle, ParticleSize, lifeSpan * 2, wind, FadeInTime); rocks = new ParticleSystem(graphicsDevice, game.Content, game.Content.Load<Texture2D>("textures/Particles/soil-rock"), nParticle * factor, ParticleSize / 8, lifeSpan, wind, FadeInTime); }