public DynamicEntityExplosionParticle(DynamicEntity p, int texX, int texY, int fullTextW, int fullTextH, double forceMult) : base(p, texX, texY, fullTextW, fullTextH) { SetLifetime(STANDARD_LIFETIME); SetFadetime(STANDARD_FADETIME); rtype = p.GetRenderType(); Vec2d force = new Vec2d(texX - fullTextW / 2, texY - fullTextH / 2); force *= forceMult; AddController(new ExplosionController(this, force)); }
public BlockExposionParticle(Block b, int texX, int texY, int fullTextW, int fullTextH, double forceMult) : base(b, texX, texY, fullTextW, fullTextH) { SetLifetime(STANDARD_LIFETIME); SetFadetime(STANDARD_FADETIME); rtype = b.GetRenderType(); Vec2d force = new Vec2d(texX - fullTextW / 2, texY - fullTextH / 2); force *= forceMult; AddController(new SimpleExplosionController(this, force)); }
public BlockDestroyParticle(Block p, int texX, int texY, int fullTextW, int fullTextH, double forceMult) : base(p, texX, texY, fullTextW, fullTextH) { SetLifetime(STANDARD_LIFETIME); SetFadetime(STANDARD_FADETIME); rtype = p.GetRenderType(); Vec2d force = new Vec2d(texX - fullTextW / 2, texY); force *= forceMult; force.Y = Math.Abs(force.Y); AddController(new ExplosionController(this, force)); }