// ==================== build the effects =============================== public ParticalEffect BuildDustEffect(ContentManager content) { ParticalEffect pe = new ParticalEffect(); RectangleEmitter falingLeaves = new RectangleEmitter(new Rectangle(100, 0, 1280, 720)) { Initial_LifeTime = new Riddlersoft.Graphics.Particals.FloatRange(20f, 30f), Initial_Colour = new ColourRange(Color.White, Color.LightGray), Initial_Rotaiton = new FloatRange(0, MathHelper.TwoPi), // Initial_Angulor_Velocity = new FloatRange(-.05f, .05f), //Initial_Velocity = new Vector2Range(new Vector2(-.3f, .6f), new Vector2(.3f, .2f)), Initial_Velocity = new Vector2Range(new Vector2(-.2f, .4f), new Vector2(-.4f, .5f)), Initial_Scale = new FloatRange(.2f, 1f), ReleaseAmount = 5, }; killme = new KillModifyer() { LiveArea = new Rectangle(200, 200, 880, 320), }; falingLeaves.SetTexture(Content.Load <Texture2D>("leaf")); falingLeaves.AddModifyer(new OsolatingModifyer()); falingLeaves.AddModifyer(new RotatingOsolatingModifyer()); falingLeaves.AddModifyer(new StateFadeModifyer(falingLeaves) { InitialFade = 1, MiddleLifeTime = .9f, MiddleStateFade = 1, EndFade = 0f, }); pe.AddEmitter(falingLeaves); return(pe); }
public ParticalEffect BuildGreenSmoke(ContentManager content) { ParticalEffect pe = new ParticalEffect(); RectangleEmitter re = new RectangleEmitter(new Rectangle(0, 0, 80, 80)) { Initial_Scale = new FloatRange(.2f, .4f), Initial_Velocity = new Vector2Range(new Vector2(-.5f, -.05f), new Vector2(.5f, -.1f)), ReleaseAmount = .05f, MaxParticles = 100, Initial_Colour = new ColourRange(Color.Green, Color.LawnGreen), Initial_LifeTime = new FloatRange(5, 10), Initial_Rotaiton = new FloatRange(-.1f, .1f), }; re.SetTexture(content.Load <Texture2D>("Particle001")); re.AddModifyer(new LinearScaleModifyer(re) { EndScale = 8, }); re.AddModifyer(new DampaningModifyer(.01f, re) { DampenAngulorVelocity = true, AngulorDampaningAmount = .01f, }); re.AddModifyer(new StateFadeModifyer(re) { InitialFade = 0, MiddleLifeTime = .3f, MiddleStateFade = .4f, EndFade = 0f, }); re.AddModifyer(new LinearGravityModifyer(re) { Gravity = new Vector2(0, .1f), }); pe.AddEmitter(re); return(pe); }
public ParticalEffect BuildClockWorkCloud(ContentManager content) { ParticalEffect pe = new ParticalEffect(); ConeEmitter ce = new ConeEmitter(5f) { MinRadious = MathHelper.PiOver2 - .2f, MaxRadious = MathHelper.PiOver2 + .2f, ParticalSpeed = 2, ReleaseAmount = .05f, //1 would be no delay 0 would never release Function = EmmiterFunction.Explosive, Initial_LifeTime = new FloatRange(1, 2), Initial_Scale = new FloatRange(.1f, .2f), Initial_Angulor_Velocity = new FloatRange(-.1f, .1f), }; ce.SetTexture(content.Load <Texture2D>("Cloud003")); ce.AddModifyer(new LinearScaleModifyer(ce) { EndScale = 10, }); ce.AddModifyer(new DampaningModifyer(.01f, ce) { DampenAngulorVelocity = true, AngulorDampaningAmount = .01f, }); ce.AddModifyer(new StateFadeModifyer(ce) { InitialFade = 0, MiddleLifeTime = .1f, MiddleStateFade = .3f, EndFade = 0f, }); ce.AddModifyer(new LinearGravityModifyer(ce) { Gravity = new Vector2(0, -1f), }); pe.AddEmitter(ce); return(pe); }
public ParticalEffect BuildExplostionCloud(ContentManager content) { ParticalEffect pe = new ParticalEffect(); CircleEmitter ce = new CircleEmitter(5); ce.SetTexture(content.Load <Texture2D>("Cloud003")); ce.ReleaseAmount = 10f; ce.ParticalSpeed = new FloatRange(.2f, 1.5f); ce.Function = EmmiterFunction.Explosive; ce.Initial_Velocity = new Vector2Range(Vector2.Zero, Vector2.Zero); ce.Initial_Angulor_Velocity = new FloatRange(-.1f, .1f); ce.Initial_LifeTime = new FloatRange(3f, 5f); ce.Initial_Scale = new FloatRange(.2f, .4f); ce.Initial_Colour = new ColourRange(Color.Black, new Color(25, 25, 25)); ce.AddModifyer(new LinearFadeModifyer(ce) { EndFade = 0f, InitialFade = 1f }); ce.AddModifyer(new LinearScaleModifyer(ce) { EndScale = 7 }); ce.AddModifyer(new DampaningModifyer(.01f, ce) { DampenAngulorVelocity = true, AngulorDampaningAmount = .01f }); pe.AddEmitter(ce); return(pe); }
public ParticalEffect BuildExplostionEffec(ContentManager content) { ParticalEffect pe = new ParticalEffect(); CircleEmitter flash = new CircleEmitter(5); flash.SetTexture(content.Load <Texture2D>("Particle005")); flash.ReleaseAmount = 1f; flash.ParticalSpeed = 0; flash.Function = EmmiterFunction.Explosive; flash.Initial_Velocity = new Vector2Range(Vector2.Zero, Vector2.Zero); flash.Initial_Angulor_Velocity = new FloatRange(-.1f, .1f); flash.Initial_LifeTime = new FloatRange(.1f, .1f); flash.Initial_Scale = new FloatRange(.1f, .1f); flash.Initial_Colour = new ColourRange(Color.LightYellow, Color.LightYellow); flash.AddModifyer(new LinearScaleModifyer(flash) { EndScale = 80 }); pe.AddEmitter(flash); CircleEmitter ce = new CircleEmitter(5); ce.SetTexture(content.Load <Texture2D>("Particle005")); ce.ReleaseAmount = 50f; ce.ParticalSpeed = new FloatRange(.2f, 2.4f); ce.Function = EmmiterFunction.Explosive; ce.Initial_Velocity = new Vector2Range(Vector2.Zero, Vector2.Zero); ce.Initial_Angulor_Velocity = new FloatRange(-.1f, .1f); ce.Initial_LifeTime = new FloatRange(1f, 1.5f); ce.Initial_Scale = new FloatRange(.2f, .4f); ce.Initial_Colour = new ColourRange(Color.Yellow, Color.Yellow); ce.AddModifyer(new LinearFadeModifyer(ce) { EndFade = 0f, InitialFade = 1f }); ce.AddModifyer(new LinearScaleModifyer(ce) { EndScale = 5 }); ce.AddModifyer(new DampaningModifyer(.01f, ce) { DampenAngulorVelocity = true, AngulorDampaningAmount = .01f }); pe.AddEmitter(ce); return(pe); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { bg = Content.Load <Texture2D>("foreset2"); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); pEffect = BuildRobotSmokeEffect(Content); //this loades in an effect pEffect2 = BuildGreenSmoke(Content); //this loads in a second effect lighteffect = Lighting2D.Load(Content); _tex = Content.Load <Texture2D>("osr screen"); _tex.SetState(Riddlersoft.Graphics.Texture2DSwip.TextureState.Compile); //lighteffect.Parameters["Brightness"].SetValue(0f); IsMouseVisible = true; eEffect = new EletricityEffect(this); }