private void CreateParticleEmitter(Game game) { particleEmmiter = new ParticleEmitter(); IsActive = false; particleEmmiter.MaxParticles = 3000; particleEmmiter.Duration = TimeSpan.FromSeconds(3); particleEmmiter.DurationRandomness = 1; particleEmmiter.MinHorizontalVelocity = 0; particleEmmiter.MaxHorizontalVelocity = 3; particleEmmiter.MinVerticalVelocity = -5; particleEmmiter.MaxVerticalVelocity = 5; // Set gravity upside down, so the flames will 'fall' upward. particleEmmiter.Gravity = new Vector3(0, 5, 0); particleEmmiter.MinColor = new Color(255, 255, 255, 100); particleEmmiter.MaxColor = new Color(255, 255, 255, 200); particleEmmiter.BlendState = BlendState.NonPremultiplied; particleEmmiter.MinStartSize = 5; particleEmmiter.MaxStartSize = 8; particleEmmiter.MinEndSize = 15; particleEmmiter.MaxEndSize = 30; particleEmmiter.Reset(); particleEmmiter.LoadContent(game.GraphicsDevice); particleEmmiter.LoadParticleEffect(game.Content.Load<Texture2D>("Texture2D/Particle/fire")); }
private void CreateParticleEmitter(Game game) { particleEmmiter = new ParticleEmitter(); IsActive = false; particleEmmiter.MaxParticles = 600; particleEmmiter.Duration = TimeSpan.FromSeconds(10); particleEmmiter.MinHorizontalVelocity = 0; particleEmmiter.MaxHorizontalVelocity = 5; particleEmmiter.MinVerticalVelocity = 3; particleEmmiter.MaxVerticalVelocity = 7; // Create a wind effect by tilting the gravity vector sideways. particleEmmiter.Gravity = new Vector3(7, -2, 0); particleEmmiter.EndVelocity = 0.75f; particleEmmiter.MinRotateSpeed = -1; particleEmmiter.MaxRotateSpeed = 1; particleEmmiter.MinStartSize = 2; particleEmmiter.MaxStartSize = 4; particleEmmiter.MinEndSize = 17; particleEmmiter.MaxEndSize = 30; particleEmmiter.MinColor = new Color(0, 0, 0, 255); particleEmmiter.MaxColor = new Color(55, 55, 55, 255); particleEmmiter.BlendState = BlendState.NonPremultiplied; particleEmmiter.Reset(); particleEmmiter.LoadContent(game.GraphicsDevice); particleEmmiter.LoadParticleEffect(game.Content.Load<Texture2D>("Texture2D/Particle/smoke")); }
private void CreateParticleEmitter(Game game) { particleEmmiter = new ParticleEmitter(); IsActive = false; particleEmmiter.MaxParticles = 1200; particleEmmiter.Duration = TimeSpan.FromSeconds(2); particleEmmiter.MinHorizontalVelocity = 1; particleEmmiter.MaxHorizontalVelocity = 4; particleEmmiter.MinVerticalVelocity = 0; particleEmmiter.MaxVerticalVelocity = 5; particleEmmiter.Gravity = new Vector3(0.3f, -10, 0.3f); particleEmmiter.EndVelocity = 1; particleEmmiter.MinRotateSpeed = -1; particleEmmiter.MaxRotateSpeed = 1; particleEmmiter.MinStartSize = 1; particleEmmiter.MaxStartSize = 3; particleEmmiter.MinColor = new Color(255, 255, 255, 255); particleEmmiter.MaxColor = new Color(255, 255, 255, 255); particleEmmiter.BlendState = BlendState.NonPremultiplied; particleEmmiter.MinEndSize = 3; particleEmmiter.MaxEndSize = 7; particleEmmiter.Reset(); particleEmmiter.LoadContent(game.GraphicsDevice); particleEmmiter.LoadParticleEffect(game.Content.Load<Texture2D>("Texture2D/Particle/water")); }