public cParticleEngine() { _instance = this; _emitters = new List<cEmitter>(); _particles = new List<cParticle>(); _particleBlueprints = new List<cParticleBlueprint>(); // Ensure the correct graphics are loaded cSpriteManager.Instance.addTexture(@"Resources/Sprites/particle-blue", "particle_blue"); cSpriteManager.Instance.addTexture(@"Resources/LightMaps/PointLight-30-30", "PointLight-30-30"); cSpriteManager.Instance.addTexture(@"Resources/Sprites/part02", "particle_flare"); init(); }
public void loadLevel(String levelName) { // Very quick and dirty way of removing all objects! _scene = new cScene(); _physics = new cPhysics(); _player = new cPlayer(); _particleEngine = new cParticleEngine(); _effectManager = cEffectManager.Instance; _lightMapManager = new cLightMapManager(); _portalManager = new cPortalManager(); _gameTimer = 0; _scene.loadLevel(levelName); _scene.initLevel(); cCamera.Instance.FocusObject = _player; _player.LivesRemain = 3; _gameState = GAME_STATE.INTRO; }