public SteamEmmiter(ParticleWorld2D World, Vector2 Position) : base(World, Position) { this.GenerationChance = 1.5f; this.InitialState = new ParticleState2D(); this.OffsetState = new ParticleState2D(); this.InitialChangeState = new ParticleState2D(); this.OffsetChangeState = new ParticleState2D(); InitialState.Angle = 0f; InitialState.Center = Vector2.One * 25; InitialState.Color = Color.White; InitialState.Layer = 0.0f; InitialState.LifeTime = 10f; InitialState.Opacity = 0.9f; InitialState.Position = this.Position; InitialState.Scale = 0.5f; InitialState.Tex = GeneralManager.Textures["Textures/Particles/SteamParticle"]; OffsetState.Angle = 6f; //OffsetState.Center = Vector2.One * 5; OffsetState.Color = Color.Red; OffsetState.Layer = 0.5f; OffsetState.LifeTime = 2f; OffsetState.Opacity = 0.1f; OffsetState.Position = Vector2.One * 50f; OffsetState.Scale = 0.5f; //Change InitialChangeState.Angle = 0f; InitialChangeState.Color = Color.Black; InitialChangeState.Layer = 0.0f; InitialChangeState.LifeTime = 0.1f; InitialChangeState.Opacity = -0.005f; InitialChangeState.Position = new Vector2(-0.6f, -2); InitialChangeState.Scale = 0.005f; OffsetChangeState.Angle = 0.01f; OffsetChangeState.Color = Color.Black; OffsetChangeState.Layer = 0.0001f; OffsetChangeState.LifeTime = 0.05f; OffsetChangeState.Opacity = -0.009f; OffsetChangeState.Position = Vector2.One; OffsetChangeState.Scale = 0.002f; }
public ParticleEmmiter2D(ParticleWorld2D World, Vector2 Position) { this.World = World; this.Position = Position; }