/// <summary> /// Returns an unitialised deep copy of the Emitter. /// </summary> /// <returns>A deep copy of the Emitter.</returns> public override Emitter DeepCopy() { Emitter copy = new ConeEmitter { ConeAngle = this.ConeAngle, Direction = this.Direction }; base.CopyBaseFields(copy); return(copy); }
/// <summary> /// Returns an unitialised deep copy of the Emitter. /// </summary> /// <returns>A deep copy of the Emitter.</returns> public override Emitter DeepCopy() { Emitter copy = new ConeEmitter { ConeAngle = this.ConeAngle, Direction = this.Direction }; base.CopyBaseFields(copy); return copy; }
public PlayerShip(Game game, Vector2 position) { Game = game; _soundBank = Game.Services.GetService<SoundBank[]>(); _world = Game.Services.GetService<World>(); krypton = Game.Services.GetService<KryptonEngine>(); thrustLR = _soundBank[0].GetCue("thrust01"); thrustLR.Play(); thrustLR.Pause(); thrustUD = _soundBank[0].GetCue("thrust01"); thrustUD.Play(); thrustUD.Pause(); Position = position; _particleRenderer = Game.Services.GetService<SpriteBatchRenderer>(); //_textures = Game.Services.GetService<Textures>(); //Loadcontentstuff _shiptxture = Game.Content.Load<Texture2D>("player_ship"); _turretTxture = Game.Content.Load<Texture2D>(".\\guns\\turret01"); _centreVect = new Vector2(_shiptxture.Width / 2, _shiptxture.Height / 2); ProximityBox = new Rectangle(0, 0, _shiptxture.Width+Globals.PhysBuffer, _shiptxture.Height + Globals.PhysBuffer); //make ship fixture in for farseer box = BodyFactory.CreateCircle(_world, ConvertUnits.ToSimUnits(_shiptxture.Width / 2), 7.0f); box.BodyType = BodyType.Dynamic; box.Restitution = 0.5f; box.Friction = 0.2f; box.FixedRotation = true; box.LinearDamping = 0.4f; box.Position = ConvertUnits.ToSimUnits(Position.X + _centreVect.X, Position.Y + _centreVect.Y); box.UserData = "player"; //box.OnCollision += Collide; box.OnSeparation += Collide; //make light in krypton var mLightTexture = LightTextureBuilder.CreateConicLight(Game.GraphicsDevice, 256, 2.0f); light = CreateLights(mLightTexture,400); var mLightTexture2 = LightTextureBuilder.CreatePointLight(Game.GraphicsDevice, 64); light2 = CreateLights(mLightTexture2,200); //set up thruster particle _thrustparticle = Game.Content.Load<ParticleEffect>(".\\mercury\\thruster"); _thrustparticle.LoadContent(Game.Content); _thrusterEmitter = (ConeEmitter)_thrustparticle[0]; //_thrusterEmitter.Initialise(); _thrusterEmitter.ParticleTexture = Game.Content.Load<Texture2D>(".\\mercury\\Particle004"); _thrustparticle.Initialise(); _particleRenderer.LoadContent(Game.Content); //_centerVect = new Vector2(_shiptxture.Width / 2,_shiptxture.Width / 2); currentWeapon = new Gun(Game, true, BulletsStats.Plasma01); }
protected override void LoadContent() { base.LoadContent(); _texture = Game.Content.Load<Texture2D>("Ship"); _origin = new Vector2(_texture.Width / 2, _texture.Height / 2); _thrusterAttachmentPoint = new Vector2(-_texture.Width / 2 + 4, -3); /* Todo_: * Load the particle effect called "Thruster" and assign it to the _thruster field. * Call the InitializeEmitters method to initialize the emitters and particle textures. * Finally Do the same for the particle effect called "Explosion". * You ll need to create your own explosion particleEffect with a tool (inside tools) in the code you downloaded * */ // Hint: // You can get access to the content manager through the Game.Content property. if(_thruster != null) _thrusterEmitter = (ConeEmitter) _thruster[0]; }
protected override void LoadContent() { base.LoadContent(); _texture = Game.Content.Load<Texture2D>("Ship"); _origin = new Vector2(_texture.Width / 2, _texture.Height / 2); _thrusterAttachmentPoint = new Vector2(-_texture.Width / 2 + 4, -3); // Todo: // Load the particle effect called "Thruster" and assign it to the _thruster field. Call the InitializeEmitters // method to initialize the emitters and particle textures. Do the same for the particle effect called "Explosion". _thruster = Game.Content.Load<ParticleEffect>("Thruster"); _explosion = Game.Content.Load<ParticleEffect>("explosion"); InitializeEmitters(_thruster); InitializeEmitters(_explosion); // Hint: // You can get access to the content manager through the Game.Content property. if(_thruster != null) _thrusterEmitter = (ConeEmitter) _thruster[0]; }