Vector2 startposition = new Vector2(1f, 1f); // hela planen är just nu 100*100// så denna börjar i mitten 50*50 #endregion Fields #region Constructors //BallView ballview; public Explosion(SpriteBatch spritebatch, Texture2D Particle, Camera Camera, Texture2D Smoke, Texture2D BangExplosion, SoundEffect explosionSound, Texture2D CursorImage, BallSimulation bs) { timeElapsed = 0; //denna ska vara 0 när programmet startas //ballview = Ballview; //this.masterBallDead = masterBallDead; cursorImage = CursorImage; //cursorPos = CursorPosition; camera = Camera;//så jag kan använda kameran i klassen! spriteBatch = spritebatch; particle = Particle; bangExplosion = BangExplosion; smoke = Smoke; Width = particle.Width; // posFramesX; //delar explosionens bredd med positions framesen! Height = particle.Height; // posFramesY; soundEffect = explosionSound; particleSystem = new ParticleSystem(startposition); smokeSystem = new SmokeSystem(smoke, startposition, camera);//får inte denna att fungera explosionManager = new ExplosionManager(spriteBatch, BangExplosion, camera, startposition); ballSimulation = bs; }
public void Click(Vector2 mousePosition) { Vector2 logicalMousePosition = camera.convertToLogicalCoords(mousePosition.X, mousePosition.Y); if (logicalMousePosition.X <= 100f && logicalMousePosition.X >= 0f && logicalMousePosition.Y <= 100f && logicalMousePosition.Y >= 0f) { ballSimulation.setDeadBalls(logicalMousePosition.X, logicalMousePosition.Y, radius);//om jag sätter *100 här så får musen rätt position! particleSpark.Add(particleSystem = new ParticleSystem(logicalMousePosition)); smokes.Add(smokeSystem = new SmokeSystem(smoke, logicalMousePosition, camera));//får inte denna att fungera explosions.Add(explosionManager = new ExplosionManager(spriteBatch, bangExplosion, camera, logicalMousePosition)); //foreach (Ball ball in ballSimulation.RecentlyKilledBalls) //{ // smokes.Add(new SmokeSystem(smoke, ball.position, camera)); //} } //explosionManager.PlayExplosionSound(); soundEffect.Play(); }