public Heart(BOIC game, Vector2 position, Texture2D texture) { this.game = game; this.position = position; this.texture = texture; this.srcRect = new Rectangle(0, 0, texture.Width, texture.Height); }
public Door(BOIC game, RectangleF displayShape, Direction direction) { this.game = game; this.direction = direction; Bounds = new RectangleF(new Point2(displayShape.X - (displayShape.Width / 2), displayShape.Y - (displayShape.Height / 2)), new Size2(displayShape.Width, displayShape.Height)); _particleTexture = new Texture2D(game.GraphicsDevice, 1, 1); _particleTexture.SetData(new[] { Color.White }); TextureRegion2D textureRegion = new TextureRegion2D(_particleTexture); _particleEffect = new ParticleEffect(autoTrigger: false) { Position = displayShape.Position, Emitters = new List <ParticleEmitter> { new ParticleEmitter(textureRegion, 500, TimeSpan.FromSeconds(2.5), Profile.BoxUniform(displayShape.Width, displayShape.Height)) { Parameters = new ParticleReleaseParameters { Speed = new Range <float>(0f, 75f), Quantity = 3, Rotation = new Range <float>(-1f, 1f), Scale = new Range <float>(3.0f, 4.0f) }, Modifiers = { new RotationModifier { RotationRate = -2.1f }, new RectangleContainerModifier { Width = (int)displayShape.Width, Height = (int)displayShape.Height, RestitutionCoefficient = 0.1f }, new LinearGravityModifier { Direction = -Vector2.UnitY, Strength = 30f }, } } } }; }