private void ProcessStep() { switch (step) { case 1: { ParticleEmmitor fireEmmitor = ParticleEmmitorFactory.CreateBasicFire(me.SceneMgr, Color.FromArgb(40, 255, 60, 0)); fireEmmitor.Amount = 20; fireEmmitor.MinLife = 0.3f; fireEmmitor.MaxLife = 0.4f; fireEmmitor.MinSize = asteroid.Radius / 5.0f; fireEmmitor.MaxSize = asteroid.Radius / 6.0f; fireEmmitor.Infinite = true; meNode.AddEmmitor(fireEmmitor, new Vector(0, 0), false); } break; case 2: { asteroid.AddControl(new ShakingControl(1, true, 0.05f)); } break; case 3: break; } }
private void CreateSpark() { ParticleNode node = new ParticleNode(me.SceneMgr, IdMgr.GetNewId(me.SceneMgr.GetCurrentPlayer().GetId())); // TODO spawn in a whole volume bool left = me.SceneMgr.GetRandomGenerator().Next(2) == 0 ? false : true; if (left) { Vector position = (meNode.Center - (meNode.Direction.Rotate(Math.PI / 4) * (asteroid.Radius))); position += meNode.Direction * (asteroid.Radius * 1.5); node.Position = position; node.Direction = meNode.Direction.Rotate(FastMath.DegToRad(-10)); } else { Vector position = (meNode.Center - (meNode.Direction.Rotate(-Math.PI / 4) * (asteroid.Radius))); position += meNode.Direction * (asteroid.Radius * 1.5); node.Position = position; node.Direction = meNode.Direction.Rotate(FastMath.DegToRad(10)); } float minSize = (float)FastMath.LinearInterpolate(0.2, 0.5, me.SceneMgr.GetRandomGenerator().NextDouble()); float maxSize = minSize * 1.2f; ParticleEmmitor smokeEmmitor = ParticleEmmitorFactory.CreateBasicFire(me.SceneMgr, Color.FromArgb(80, 0, 0, 0)); smokeEmmitor.Amount = 20; smokeEmmitor.MinLife = 0.3f; smokeEmmitor.MaxLife = 0.4f; smokeEmmitor.MinSize = minSize * 1.3f; smokeEmmitor.MaxSize = maxSize * 1.3f; smokeEmmitor.SpawnRadius = 4f; smokeEmmitor.Infinite = true; ParticleEmmitor fireEmmitor = ParticleEmmitorFactory.CreateBasicFire(me.SceneMgr, Color.FromArgb(150, 255, 100, 0)); fireEmmitor.Amount = 20; fireEmmitor.MinLife = 0.1f; fireEmmitor.MaxLife = 0.2f; fireEmmitor.MinSize = minSize * 1.1f; fireEmmitor.MaxSize = maxSize * 1.1f; fireEmmitor.Infinite = true; ParticleEmmitor fireEmmitor2 = ParticleEmmitorFactory.CreateBasicFire(me.SceneMgr, Color.FromArgb(200, 255, 200, 0)); fireEmmitor2.Amount = 20; fireEmmitor2.MinLife = 0.1f; fireEmmitor2.MaxLife = 0.1f; fireEmmitor2.MinSize = minSize; fireEmmitor2.MaxSize = maxSize; fireEmmitor2.Infinite = true; EmmitorGroup grp = new EmmitorGroup(); grp.Add(smokeEmmitor); grp.Add(fireEmmitor); grp.Add(fireEmmitor2); node.AddEmmitorGroup(grp, new Vector(), false); NewtonianMovementControl nmc = new NewtonianMovementControl(); nmc.Speed = (asteroid.GetControlOfType <IMovementControl>().RealSpeed / tpf) * 0.75f; node.AddControl(nmc); node.AddControl(new LimitedLifeControl((float)FastMath.LinearInterpolate(0.5, 2, me.SceneMgr.GetRandomGenerator().NextDouble()))); me.SceneMgr.DelayedAttachToScene(node); }