/// <summary> /// Constructs a new particle emitter object. /// </summary> public ParticleEmitter(ParticleSystem particleSystem, float particlesPerSecond, Vector2 initialPosition) { this.particleSystem = particleSystem; timeBetweenParticles = 1.0f / particlesPerSecond; position = initialPosition; }
public HackNodeGameBoardMedia(Game game, ContentManager content) { NodeBoxtexture = content.Load<Texture2D>("Sprites\\nodebox"); NodeEmptytexture = content.Load<Texture2D>("Sprites\\nodeempty"); BridgeNStexture = content.Load<Texture2D>("Sprites\\north_south"); BridgeEWtexture = content.Load<Texture2D>("Sprites\\east_west"); NodeBox_Pathedtexture = content.Load<Texture2D>("Sprites\\nodebox_pathed"); BridgeNS_Pathedtexture = content.Load<Texture2D>("Sprites\\north_south_pathed"); BridgeEW_Pathedtexture = content.Load<Texture2D>("Sprites\\east_west_pathed"); Loot_Blue_Texture = content.Load<Texture2D>("Sprites\\Loot\\blue_loot"); Loot_Yellow_Texture = content.Load<Texture2D>("Sprites\\Loot\\yellow_loot"); Loot_Black_Texture = content.Load<Texture2D>("Sprites\\Loot\\black_loot"); Loot_2x_Score_Texture = content.Load<Texture2D>("Sprites\\Loot\\2x_score"); Loot_4x_Score_Texture = content.Load<Texture2D>("Sprites\\Loot\\4x_score"); Weapon_Multimissile_texture = content.Load<Texture2D>("Sprites\\weapon_multimissile"); Weapon_Heatseeker_texture = content.Load<Texture2D>("Sprites\\weapon_heatseeker"); Weapon_Decoy_texture = content.Load<Texture2D>("Sprites\\weapon_decoy"); Weapon_Mortar_texture = content.Load<Texture2D>("Sprites\\weapon_mortar"); PlayerTexture = content.Load<Texture2D>("Sprites\\player"); AITexture = content.Load<Texture2D>("Sprites\\ai"); ProjectileTexture = content.Load<Texture2D>("Sprites\\projectile"); TimingRingEmpty = content.Load<Texture2D>("Sprites\\timing_ring_0"); TimingRing1_4 = content.Load<Texture2D>("Sprites\\timing_ring_1"); TimingRing2_4 = content.Load<Texture2D>("Sprites\\timing_ring_2"); TimingRing3_4 = content.Load<Texture2D>("Sprites\\timing_ring_3"); TimingRingComplete = content.Load<Texture2D>("Sprites\\timing_ring_4"); ExitTexture = content.Load<Texture2D>("Sprites\\exit"); PingTexture = content.Load<Texture2D>("Sprites\\ping_effect"); WeaponPingTexture = content.Load<Texture2D>("Sprites\\weapon_ping_effect"); CollapserPingTexture = content.Load<Texture2D>("Sprites\\collapser_ping_effect"); AIQuestionMark_Left = content.Load<Texture2D>("Sprites\\ai_question_left"); AIQuestionMark_Center = content.Load<Texture2D>("Sprites\\ai_question_center"); AIQuestionMark_Right = content.Load<Texture2D>("Sprites\\ai_question_right"); AIExclamationMark_Left = content.Load<Texture2D>("Sprites\\ai_exclaim_left"); AIExclamationMark_Center = content.Load<Texture2D>("Sprites\\ai_exclaim_center"); AIExclamationMark_Right = content.Load<Texture2D>("Sprites\\ai_exclaim_right"); LowerUI_Shell = content.Load<Texture2D>("Sprites\\UI\\ui_lower_section_portrait"); //LowerUI_BonusShell = content.Load<Texture2D>("Sprites\\UI\\ui_lower_section_bonus"); //LowerUI_AlertShell = content.Load<Texture2D>("Sprites\\UI\\alert_level_text"); //LowerUI_Alert_Light_Off = content.Load<Texture2D>("Sprites\\UI\\alert_level_light_off"); //LowerUI_Alert_Light_On = content.Load<Texture2D>("Sprites\\UI\\alert_level_light_on"); TargetSlice_0_Percent = content.Load<Texture2D>("Sprites\\UI\\target_slice_0_percent"); TargetSlice_25_Percent = content.Load<Texture2D>("Sprites\\UI\\target_slice_25_percent"); TargetSlice_50_Percent = content.Load<Texture2D>("Sprites\\UI\\target_slice_50_percent"); TargetSlice_75_Percent = content.Load<Texture2D>("Sprites\\UI\\target_slice_75_percent"); TargetSlice_100_Percent = content.Load<Texture2D>("Sprites\\UI\\target_slice_100_percent"); CollapserTexture = content.Load<Texture2D>("Sprites\\collapser"); WhiteOneByOne = content.Load<Texture2D>("Sprites\\white_1_1"); GradientLeft = content.Load<Texture2D>("Sprites\\gradient_left"); debugSpriteFont = content.Load<SpriteFont>("Fonts\\DebugUI"); LowerUI_Bonus_Font = content.Load<SpriteFont>("Fonts\\LowerUI_Bonus"); LowerUI_Score_Font = content.Load<SpriteFont>("Fonts\\LowerUI_Score"); Overlay_Font = content.Load<SpriteFont>("Fonts\\OverlayFont"); Ticker_Font = content.Load<SpriteFont>("Fonts\\TickerFont"); LootAmount_Font = content.Load<SpriteFont>("Fonts\\LootAmountFont"); BG_Font = content.Load<SpriteFont>("Fonts\\bgfontsheet"); Collapse_GiantNumbers_Font = content.Load<SpriteFont>("Fonts\\GiantNumbersOnly"); Collapse_Warning_Font = content.Load<SpriteFont>("Fonts\\WarningMoire"); Collapse_Node_Font = content.Load<SpriteFont>("Fonts\\CollapseNodeCountFont"); // create the particle systems and add them to the components list. explosion = new ParticleSystem(game, "ExplosionSettings") { DrawOrder = ParticleSystem.AdditiveDrawOrder }; game.Components.Add(explosion); binaryOneFountain = new ParticleSystem(game, "BinaryOneEmitterSettings") { DrawOrder = ParticleSystem.AlphaBlendDrawOrder }; binaryOneFountain_emitter = new ParticleEmitter(binaryOneFountain, 10.0f, new Vector2(200.0f, 200.0f)); game.Components.Add(binaryOneFountain); binaryZeroFountain = new ParticleSystem(game, "BinaryZeroEmitterSettings") { DrawOrder = ParticleSystem.AlphaBlendDrawOrder }; binaryZeroFountain_emitter = new ParticleEmitter(binaryZeroFountain, 5.0f, new Vector2(200.0f, 200.0f)); game.Components.Add(binaryZeroFountain); playerDeathParticles = new ParticleSystem(game, "PlayerDeathParticleSettings") { DrawOrder = ParticleSystem.AlphaBlendDrawOrder }; game.Components.Add(playerDeathParticles); AIDeathParticles = new ParticleSystem(game, "AIDeathParticleSettings") { DrawOrder = ParticleSystem.AlphaBlendDrawOrder }; game.Components.Add(AIDeathParticles); //now load sounds ExplosionSound = content.Load<SoundEffect>("Sounds\\Explosion"); AlertUpSound = content.Load<SoundEffect>("Sounds\\Alert_Up"); GameOverSound = content.Load<SoundEffect>("Sounds\\Game_Over"); PlayerPingSound = content.Load<SoundEffect>("Sounds\\Player_Ping"); PlayerLockLocationSound = content.Load<SoundEffect>("Sounds\\Player_Move_Start"); HackSuccessfulSound = content.Load<SoundEffect>("Sounds\\Hack_Successful"); MoneyLoopSound = content.Load<SoundEffect>("Sounds\\Money_Loop_Short"); HackProgressSound = content.Load<SoundEffect>("Sounds\\Hacking_Loop"); MoneyLoopSoundInstance = MoneyLoopSound.CreateInstance(); MoneyLoopSoundInstance.IsLooped = true; HackProgressSoundInstance = HackProgressSound.CreateInstance(); HackProgressSoundInstance.IsLooped = true; ThumpSound = content.Load<SoundEffect>("Sounds\\Thump"); WhooshSound = content.Load<SoundEffect>("Sounds\\Whoosh"); NodeRevealSound = content.Load<SoundEffect>("Sounds\\NodeReveal"); MessageSound = content.Load<SoundEffect>("Sounds\\MorseCode"); StartExitSound = content.Load<SoundEffect>("Sounds\\StartExit"); MissileLaunchSound = content.Load<SoundEffect>("Sounds\\MissileLaunch"); ProximityAlertSound = content.Load<SoundEffect>("Sounds\\HeatSeeker_2"); MortarFallSound = content.Load<SoundEffect>("Sounds\\MortarFall"); TimerTickSound = content.Load<SoundEffect>("Sounds\\TimerTick"); TimerWarningSound = content.Load<SoundEffect>("Sounds\\TimerWarning"); WarningLoopSoundInstance = TimerWarningSound.CreateInstance(); WarningLoopSoundInstance.IsLooped = true; MessageSoundInstance = MessageSound.CreateInstance(); MessageSoundInstance.IsLooped = false; }
public ParticleSampleGame() { graphics = new GraphicsDeviceManager(this); #if WINDOWS_PHONE graphics.IsFullScreen = true; TargetElapsedTime = TimeSpan.FromTicks(333333); #endif Content.RootDirectory = "Content"; // create the particle systems and add them to the components list. explosion = new ParticleSystem(this, "ExplosionSettings") { DrawOrder = ParticleSystem.AdditiveDrawOrder }; Components.Add(explosion); smoke = new ParticleSystem(this, "ExplosionSmokeSettings") { DrawOrder = ParticleSystem.AlphaBlendDrawOrder }; Components.Add(smoke); smokePlume = new ParticleSystem(this, "SmokePlumeSettings") { DrawOrder = ParticleSystem.AlphaBlendDrawOrder }; Components.Add(smokePlume); emitterSystem = new ParticleSystem(this, "EmitterSettings") { DrawOrder = ParticleSystem.AlphaBlendDrawOrder }; Components.Add(emitterSystem); emitter = new ParticleEmitter(emitterSystem, 60, new Vector2(400, 240)); // enable the tap gesture for changing particle effects TouchPanel.EnabledGestures = GestureType.Tap; }