Пример #1
0
        /// <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;
        }
Пример #2
0
        protected override void LoadContent()
        {
            explosionParticles = new ExplosionParticleSystem(game, game.Content);
            explosionSmokeParticles = new ExplosionSmokeParticleSystem(game, game.Content);
            projectileTrailParticles = new ProjectileTrailParticleSystem(game, game.Content);

            // Set the draw order so the explosions and fire
            // will appear over the top of the smoke.
            explosionSmokeParticles.DrawOrder = 200;
            projectileTrailParticles.DrawOrder = 300;
            explosionParticles.DrawOrder = 400;

            game.Components.Add(explosionParticles);
            game.Components.Add(explosionSmokeParticles);
            game.Components.Add(projectileTrailParticles);

            explosionSFX = game.Content.Load<SoundEffect>("Audio\\Barrel Exploding");
        }
Пример #3
0
        public Bullet(Game1 g, ParticleSystem explosionParticles, ParticleSystem explosionSmokeParticles,
            ParticleSystem projectileTrailParticles, Vector3 origin, Vector3 initialVelocity, SoundEffect Explosion)
            : base(g)
        {
            game = g;
            bulletState = BulletState.Unexploded;

            this.position = origin;
            this.velocity = initialVelocity;

            game.physicsEngine.AddPhysicsObject(this);

            this.explosionParticles = explosionParticles;
            this.explosionSmokeParticles = explosionSmokeParticles;

            this.explosionAge = float.NaN;
            this.explosionLifetime = (float)explosionParticles.Settings.Duration.TotalSeconds + explosionParticles.Settings.DurationRandomness;

            // Use the particle emitter helper to output our trail particles.
            trailEmitter = new ParticleEmitter(projectileTrailParticles,
                                               trailParticlesPerSecond, position);

            explosion = Explosion;
        }