private static void Swap(CircularParticleArray list, int a, int b) { var tmp = list[a]; list[a] = list[b]; list[b] = tmp; }
private static void Swap(CircularParticleArray list, int index1, int index2) { var temp = list[index1]; list[index1] = list[index2]; list[index2] = temp; }
/// <summary> /// Swaps 2 particles in the particle list /// </summary> /// <param name="list">The particle list</param> /// <param name="index1">The index of the first particle</param> /// <param name="index2">The index of the second particle</param> private static void Swap(CircularParticleArray list, int index1, int index2) { // Swap the particles using a temporary variable var temp = list[index1]; list[index1] = list[index2]; list[index2] = temp; }
/// <summary> /// Allows creation of particles. /// </summary> /// <param name="capacity">The maximum number of particles. An array of this size will be pre-allocated.</param> /// <param name="updateParticle">A delegate that lets you specify custom behaviour for your particles. Called once per particle, per frame.</param> public ParticleManager(int capacity, Action<Particle> updateParticle) { this.updateParticle = updateParticle; particleList = new CircularParticleArray(capacity); // Populate the list with empty particle objects, for reuse. for (int i = 0; i < capacity; i++) particleList[i] = new Particle(); }
public ParticleManager(int capacity, Action <Particle> updateParticle) { this.updateParticle = updateParticle; particleList = new CircularParticleArray(capacity); for (var i = 0; i < capacity; i++) { particleList[i] = new Particle(); } }
/// <summary> /// </summary> /// <param name="capacity">Maximum number of particles.</param> /// <param name="updateParticle">A delegate to specify custom behaviour for you particles</param> public ParticleManager(int capacity, Action <Particle, GameTime> updateParticle) { this.updateParticle = updateParticle; particleList = new CircularParticleArray(capacity); // initialize list with empty particles for (int i = 0; i < capacity; i++) { particleList [i] = new Particle(); } }
public ParticleManager(int capacity, Action <Particle> updateParticle) // Constructor is the only place this class alocates memory { this.updateParticle = updateParticle; particleList = new CircularParticleArray(capacity); // fill the list with empty particle's so that they can be easily reused for (int i = 0; i < capacity; i++) { particleList[i] = new Particle(); } }
/// <summary> /// Allows creation of particles. /// </summary> /// <param name="capacity">The maximum number of particles. An array of this size will be pre-allocated.</param> /// <param name="updateParticle">A delegate that lets you specify custom behaviour for your particles. Called once per particle, per frame.</param> public ParticleManager(int capacity, Action <Particle> updateParticle, GraphicsDeviceManager graphicsDeviceManager_) { graphicsDeviceManager = graphicsDeviceManager_; this.updateParticle = updateParticle; particleList = new CircularParticleArray(capacity); // Populate the list with empty particle objects, for reuse. for (int i = 0; i < capacity; i++) { particleList[i] = new Particle(); } }
public ParticleManager(int capacity, Action <Particle> updateParticle, ComatoseGame root) { this.updateParticle = updateParticle; particleList = new CircularParticleArray(capacity); game = root; // Populate the list with empty particle objects, for reuse for (int i = 0; i < capacity; i++) { particleList[i] = new Particle(); } }