Пример #1
0
        public static ParticleState GetRandom(float minVel, float maxVel)
        {
            var state = new ParticleState();

            state.Velocity = randomNum.NextVector2(minVel, maxVel);
            //state.Velocity = new Vector2((float)(randomNum.NextDouble() * (maxVel - minVel) + minVel), (float)(randomNum.NextDouble() * (maxVel - minVel) + minVel));
            state.Type             = ParticleType.None;
            state.LengthMultiplier = 1;

            return(state);
        }
Пример #2
0
 public void Explode()            // Draw particle explosion when a brick is cleared
 {
     for (int k = 0; k < 60; k++) // Total particle count
     {
         float speed = 20f * (1f - 1 / randomNum.NextFloat(1f, 10f));
         var   state = new ParticleState()
         {
             Velocity         = randomNum.NextVector2(speed, speed),
             Type             = ParticleType.Brick,
             LengthMultiplier = 1f
         };
         // Pass in sprite, brick position, and color for particles
         GameMain.ParticleManager.CreateParticle(lParticle, new Vector2(X, Y), color, 60, 1.5f, state);
     }
 }
Пример #3
0
 public void PaddleHit()
 {
     PlaySound(gameContent.paddleBounceSound);
     for (int k = 0; k < 16; k++)
     {
         float speed = 18f * (1f - 1 / randomNum.NextFloat(1f, 10f));
         var   state = new ParticleState()
         {
             Velocity         = randomNum.NextVector2(speed, speed),
             Type             = ParticleType.PaddleHit,
             LengthMultiplier = 0.5f
         };
         // Pass in brick position and color for particles
         GameMain.ParticleManager.CreateParticle(gameContent.lParticle, new Vector2(X, Y), Color.White, 24, 0.5f, state);
     }
 }