/// <summary> /// Constructs a new particle emitter object. /// </summary> public ParticleEmitter(ParticleSystem particleSystem, float particlesPerSecond, Vector3 initialPosition) { this.particleSystem = particleSystem; timeBetweenParticles = 1.0f / particlesPerSecond; previousPosition = initialPosition; }
public override void Initialize() { camera = (ICamera)Game.Services.GetService(typeof(ICamera)); renderTargets = (IRenderTargets)Game.Services.GetService(typeof(IRenderTargets)); postprocessingManager = (IPostprocessingManager)Game.Services.GetService(typeof(IPostprocessingManager)); collisionManager = (ICollisionManager)Game.Services.GetService(typeof(ICollisionManager)); view = camera.View; projection = camera.Projection; for (int i = 0; i < particles.Count(); ++i) { particles[i] = new ParticleSystem(Game, Game.Content, "Laser"); particles[i].Initialize(); particleEmitter[i] = new ParticleEmitter(particles[i], 100, Position); } base.Initialize(); }
protected override void LoadContent() { #if !XBOX switch (GameColor) { case GameColors.Red: particles = new ParticleSystem(Game, Game.Content, "RedProjectileSettings"); break; case GameColors.Blue: particles = new ParticleSystem(Game, Game.Content, "BlueProjectileSettings"); break; case GameColors.Green: particles = new ParticleSystem(Game, Game.Content, "GreenProjectileSettings"); break; case GameColors.Yellow: particles = new ParticleSystem(Game, Game.Content, "YellowProjectileSettings"); break; } particles.Initialize(); particleEmitter = new ParticleEmitter(particles, 10, Position); #endif //model = Game.Content.Load<Model>("sphere"); model = Game.Content.Load<Model>("Sphere2"); base.LoadContent(); }
public override void Initialize() { collisionManager = (ICollisionManager)Game.Services.GetService(typeof(ICollisionManager)); camera = (ICamera)Game.Services.GetService(typeof(ICamera)); player = (IPlayer)Game.Services.GetService(typeof(IPlayer)); particleSystem = new ParticleSystem(Game, Game.Content, "ExplosionSettings"); particleSystem.Initialize(); particleSystem.On = false; particleEmitter = new ParticleEmitter(particleSystem, 100, position); base.Initialize(); }