float width = 6; //宽 #endregion Fields #region Constructors /// <summary> /// 生成一个爆炸粒子 /// </summary> /// <param name="_t">纹理器</param> /// <param name="random">随机器</param> /// <param name="color">颜色选择(现已无用,任意填写)</param> /// <param name="position">坐标</param> public BreakPoint(TextureManager _t, Random random, int color, Vector2D position, float visibleLenth = 10) { this.random = random; int select = random.Next(4); Body = new BreakPointBody(_t, color, select); Position.X = position.X; Position.Y = position.Y; //坐标 float ag = (float)random.NextDouble() * 360; Vector2D vct = new Vector2D(0,1); vct.rotate(ag); Direction.X = vct.X; Direction.Y = vct.Y; //生成一个随机方向 visible_lenth = visibleLenth; //生成随机数据 CreteRandomData(); }
int TotolTickMax = 30; //最大总计时周期 /// <summary> /// 生成一个爆炸粒子 /// </summary> /// <param name="_t">纹理器</param> /// <param name="random">随机器</param> /// <param name="color">颜色选择(现已无用,任意填写)</param> /// <param name="position">坐标</param> public BreakPoint(TextureManager _t, Random random, int color, Vector2D position, float visibleLenth = 10) { this.random = random; int select = random.Next(4); Body = new BreakPointBody(_t, color, select); Position.X = position.X; Position.Y = position.Y; //坐标 float ag = (float)random.NextDouble() * 360; Vector2D vct = new Vector2D(0, 1); vct.rotate(ag); Direction.X = vct.X; Direction.Y = vct.Y; //生成一个随机方向 visible_lenth = visibleLenth; //生成随机数据 CreteRandomData(); }