protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "ParticleTexture/EnemyDeadParticle";

            settings.MaxParticles = 3000;

            settings.Duration = TimeSpan.FromSeconds(0.1);

            settings.DurationRandomness = 1;

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 10;

            settings.MinVerticalVelocity = -10;
            settings.MaxVerticalVelocity = 10;

            // Set gravity upside down, so the flames will 'fall' upward.
            settings.Gravity = new Vector3(0, 15, 0);

            settings.MinColor = new Color(255, 255, 255, 10);
            settings.MaxColor = new Color(255, 255, 255, 40);

            settings.MinStartSize = 10;
            settings.MaxStartSize = 20;

            settings.MinEndSize = 25;
            settings.MaxEndSize = 40;

            // Use additive blending.
            settings.BlendState = BlendState.Additive;
        }
Exemplo n.º 2
0
 /// <summary>
 /// Derived particle system classes should override this method
 /// and use it to initalize their tweakable settings.
 /// </summary>
 protected abstract void InitializeSettings(ParticleSettings settings);