Exemplo n.º 1
0
        private void LoadParticleSystem()
        {
            //particleSystems
            List <Texture2D> texList = new List <Texture2D>();

            texList.Add(GameConstants.Content.Load <Texture2D>("Particles/bubble"));
            //texList.Add(GameConstants.Content.Load<Texture2D>("Particles/cloud1"));
            //texList.Add(GameConstants.Content.Load<Texture2D>("Particles/cloud2"));
            //texList.Add(GameConstants.Content.Load<Texture2D>("Particles/cloud3"));
            VeilParticles = new VeilOfDath(texList, 10, 1f, new Vector2(0.5f, 0.5f));

            VeilofDeath = new Veil(GameConstants.iDifficulty, Player, VeilParticles);
        }
Exemplo n.º 2
0
 private void Initialize(int toughness, Player victim, AParticleEnginge PE)
 {
     Position = new Vector3(GameManager.Instance.StartPos.X,
                            (GameManager.Instance.Level > 0 ?
                             GameManager.Instance.StartPos.Y - ((180 - 12 * toughness) + GameManager.Instance.fVeilDistance) / 2 :
                             GameManager.Instance.StartPos.Y - (180 - 12 * toughness)),
                            0);
     //float temp = GameConstants.fMovingSpeed + (0.25f* (float)Math.Log(0.3f * 1));
     //float temp2 = GameConstants.fMovingSpeed + (0.25f * (float)Math.Log(0.3f * 3));
     //float temp3 = GameConstants.fMovingSpeed + (0.25f * (float)Math.Log(0.3f * 5));
     //Console.WriteLine("Log_test: "+temp+","+temp2+","+temp3 );
     fSpeed = Math.Max(0.1f * GameConstants.fMovingSpeed, 0.1f * (GameConstants.fMovingSpeed + (0.25f * (float)Math.Log(0.1f * GameConstants.iDifficulty * 5))));
     Victim = victim;
     if (GameConstants.isDebugMode)
     {
         Console.WriteLine("PlayerSpeed: " + GameConstants.fMovingSpeed + "  VeilSpeed: " + fSpeed);
     }
     fStartDistance = fDistance = Victim.Position.Y - Position.Y;
     if (GameConstants.isDebugMode)
     {
         Console.WriteLine("Distance: " + fDistance);
     }
     particleEngine = PE;
 }
Exemplo n.º 3
0
 public Veil(int toughness, Player victim, AParticleEnginge PE)
 {
     Initialize(toughness, victim, PE);
     LoadContent();
 }