public ParticleInit(ParticleManager pm , Game game, ContentManager content) { ParticleSettings settings = new ParticleSettings(); settings.ParticleName = "Soins"; settings.TextureName = "Star"; settings.MaxParticles = 2400; settings.Duration = TimeSpan.FromSeconds(2); settings.DurationRandomness = 0.51f; settings.MinHorizontalVelocity = 1; settings.MaxHorizontalVelocity = 1; settings.MinVerticalVelocity = -0; settings.MaxVerticalVelocity = -2.5f; // Set gravity upside down, so the flames will 'fall' upward. settings.Gravity = new Vector3(0, 1, 0); settings.MinColor = new Color(200, 200, 0, 255); settings.MaxColor = new Color(255, 250, 250, 0); settings.MinStartSize = 0.5f; settings.MaxStartSize = 1f; settings.MinEndSize = 0.01f; settings.MaxEndSize = 0.01f; // Use additive blending. settings.BlendState = BlendState.AlphaBlend; CustomParticle cp = new CustomParticle(settings, game, content); cp.Initialize(); pm.Add(cp); settings = new ParticleSettings(); settings.ParticleName = "Freeze"; settings.TextureName = "Snow"; settings.MaxParticles = 4800; settings.Duration = TimeSpan.FromSeconds(4); settings.DurationRandomness = 0.51f; settings.MinHorizontalVelocity = -1; settings.MaxHorizontalVelocity = 1; settings.MinVerticalVelocity = -2.5f; settings.MaxVerticalVelocity = 2.5f; // Set gravity upside down, so the flames will 'fall' upward. settings.Gravity = new Vector3(0, 0, 0); settings.MinColor = new Color(200, 230, 200, 0); settings.MaxColor = new Color(255, 255, 255, 255); settings.MinStartSize = 0.01f; settings.MaxStartSize = 0.01f; settings.MinEndSize = 0.1f; settings.MaxEndSize = 0.1f; // Use additive blending. settings.BlendState = BlendState.AlphaBlend; cp = new CustomParticle(settings, game, content); cp.Initialize(); pm.Add(cp); settings = new ParticleSettings(); settings.ParticleName = "Snow"; settings.TextureName = "Snow"; settings.MaxParticles = 16000; settings.Duration = TimeSpan.FromSeconds(5); settings.DurationRandomness = 0f; settings.MinHorizontalVelocity = 0; settings.MaxHorizontalVelocity = 0f; settings.MinVerticalVelocity = 0; settings.MaxVerticalVelocity = 00f; // Set gravity upside down, so the flames will 'fall' upward. settings.Gravity = new Vector3(rnd.Next(-10, 10), -40, rnd.Next(-10, 10)); settings.MinColor = new Color(200, 230, 200, 0); settings.MaxColor = new Color(255, 255, 255, 0); settings.MinStartSize = 0.25f; settings.MaxStartSize = 0.25f; settings.MinEndSize = 0.25f; settings.MaxEndSize = 0.25f; // Use additive blending. settings.BlendState = BlendState.AlphaBlend; cp = new CustomParticle(settings, game, content); cp.Initialize(); pm.Add(cp); settings = new ParticleSettings(); settings.ParticleName = "Rain"; settings.TextureName = "Water001"; settings.MaxParticles = 16000; settings.Duration = TimeSpan.FromSeconds(5); settings.DurationRandomness = 0f; settings.MinHorizontalVelocity = 0; settings.MaxHorizontalVelocity = 0f; settings.MinVerticalVelocity = 0; settings.MaxVerticalVelocity = 00f; // Set gravity upside down, so the flames will 'fall' upward. settings.Gravity = new Vector3(0, -40, 0); settings.MinColor = new Color(200, 230, 200, 0); settings.MaxColor = new Color(255, 255, 255, 0); settings.MinStartSize = 0.25f; settings.MaxStartSize = 0.25f; settings.MinEndSize = 0.25f; settings.MaxEndSize = 0.25f; // Use additive blending. settings.BlendState = BlendState.AlphaBlend; cp = new CustomParticle(settings, game, content); cp.Initialize(); pm.Add(cp); }