Пример #1
0
        public void Update(GameTime gameTime)
        {
            MessageBuffer.Clear();

            for (int i = 0; i < ParticleDataObjects.Count; i++)
            {
                ParticleData gameData = ParticleDataObjects[i];
                float        Rot;

                #region Handle particle rotation
                if (gameData.RotateVelocity == true)
                {
                    Rot = (float)Math.Atan2(gameData.Velocity.Y, gameData.Velocity.X);
                }
                else
                {
                    Rot = gameData.Rotation + MathHelper.ToRadians(gameData.RotationIncrement) * ((float)gameTime.ElapsedGameTime.TotalSeconds * 60.0f);
                }
                #endregion

                gameData.Update(gameTime);

                #region Update position

                Vector2 newPos = gameData.Position + gameData.Velocity;
                #endregion

                float percTime = gameData.CurrentTime / gameData.MaxTime;

                #region Fade transparency
                float transparency = gameData.StartingTransparency;
                if (gameData.Fade == true)
                {
                    transparency = MathHelper.Lerp(gameData.StartingTransparency, 0, percTime);
                    //transparency = gameData.StartingTransparency * (1.0f - ((1 / (gameData.MaxTime + gameData.FadeDelay)) * (gameData.CurrentTime + gameData.CurrentFadeDelay)));
                }
                #endregion

                #region Scale particles
                float newScale = gameData.CurrentScale;

                if (gameData.Shrink == true && gameData.Grow == false)
                {
                    newScale = gameData.MaxScale * (1.0f - ((1 / gameData.MaxTime) * (gameData.CurrentTime)));
                }

                if (gameData.Grow == true && gameData.Shrink == false)
                {
                    newScale = gameData.MaxScale * ((1 / gameData.MaxTime) * (gameData.CurrentTime));
                }

                if (gameData.Shrink == true && gameData.Grow == true)
                {
                    newScale = gameData.MaxScale * (float)Math.Sin(Math.PI * percTime);
                }
                #endregion

                #region Fade Colours
                Color newCol = Color.Lerp(gameData.StartColor, gameData.EndColor, percTime);
                #endregion

                //transparency = MathHelper.Lerp(gameData.StartingTransparency, 0, percTime);

                ChangeMessage msg = new ChangeMessage()
                {
                    ID = i
                };

                if (gameData.Active == false)
                {
                    msg.MessageType = ChangeMessageType.DeleteRenderData;
                    ParticleDataObjects.Remove(gameData);
                    MessageBuffer.Add(msg);
                    i--;
                }

                if (gameData.CurrentTime <= gameData.MaxTime)
                {
                    msg.MessageType  = ChangeMessageType.UpdateParticle;
                    msg.Position     = newPos;
                    msg.Rotation     = Rot;
                    msg.Color        = newCol;
                    msg.Scale        = newScale;
                    msg.Transparency = transparency;
                    MessageBuffer.Add(msg);

                    gameData.Position = newPos;
                    gameData.Rotation = Rot;
                }
            }
        }
Пример #2
0
        public void AddParticle(Texture2D texture, Vector2 pos, Vector2 angleRange, Vector2 speedRange, Vector2 scaleRange,
                                Color startColor, Color endColor, float gravity, bool shrink, bool fade, Vector2 startingRotation,
                                Vector2 rotationIncrement, float startingTransparency, Vector2 timeRange, bool grow, bool rotateVelocity,
                                Vector2 friction, int orientation, float fadeDelay, Vector2 yRange, bool canBounce, bool stopBounce, bool hardBounce,
                                float drawDepth, bool emissive, bool lit, int sourceID,
                                out ParticleData gameData, out RenderData renderData)
        {
            float   myAngle, mySpeed, myScale, myRotation, myIncrement, myTime, myBounceY;
            Vector2 Direction, myVelocity;

            mySpeed     = (float)DoubleRange(speedRange.X, speedRange.Y);
            myAngle     = -MathHelper.ToRadians((float)DoubleRange(angleRange.X, angleRange.Y));
            myScale     = (float)DoubleRange(scaleRange.X, scaleRange.Y);
            myRotation  = MathHelper.ToRadians((float)DoubleRange(startingRotation.X, startingRotation.Y));
            myIncrement = MathHelper.ToRadians((float)DoubleRange(rotationIncrement.X, rotationIncrement.Y));
            myTime      = (float)DoubleRange(timeRange.X, timeRange.Y);
            myBounceY   = (float)DoubleRange(yRange.X, yRange.Y);

            Direction.X = (float)Math.Cos(myAngle);
            Direction.Y = (float)Math.Sin(myAngle);

            myVelocity = Direction * mySpeed;

            gameData = new ParticleData()
            {
                Active               = true,
                Position             = pos,
                Angle                = angleRange,
                CurrentTime          = 0,
                MaxTime              = myTime,
                Velocity             = myVelocity,
                StartColor           = startColor,
                EndColor             = endColor,
                Gravity              = gravity,
                CurrentScale         = myScale,
                MaxScale             = myScale,
                Shrink               = shrink,
                Grow                 = grow,
                Fade                 = fade,
                Friction             = friction,
                StartingTransparency = startingTransparency,
                Rotation             = myRotation,
                RotationIncrement    = myIncrement,
                RotateVelocity       = rotateVelocity,
                FadeDelay            = fadeDelay,
                CurrentFadeDelay     = 0,
                BounceY              = myBounceY,
                CanBounce            = canBounce,
                HardBounce           = hardBounce,
                StopBounce           = stopBounce,
                HasBounced           = false,
                SourceID             = sourceID
            };

            if (grow == true)
            {
                myScale = 0;
            }

            renderData = new RenderData()
            {
                Texture      = texture,
                Position     = gameData.Position,
                Color        = startColor,
                Rotation     = myRotation,
                Scale        = myScale,
                Transparency = startingTransparency,
                Orientation  = orientation,
                DrawDepth    = drawDepth,

                Emissive = emissive,
                Lit      = lit
            };
        }