public ParticleSampleGame() { graphics = new GraphicsDeviceManager(this); #if WINDOWS_PHONE graphics.IsFullScreen = true; // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromTicks(333333); #endif Content.RootDirectory = "Content"; // create the particle systems and add them to the components list. // we should never see more than one explosion at once explosion = new ExplosionParticleSystem(this, 1); Components.Add(explosion); // but the smoke from the explosion lingers a while. smoke = new ExplosionSmokeParticleSystem(this, 2); Components.Add(smoke); // we'll see lots of these effects at once; this is ok // because they have a fairly small number of particles per effect. smokePlume = new SmokePlumeParticleSystem(this, 9); Components.Add(smokePlume); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here spriteManager = new SpriteManager(this); Components.Add(spriteManager); spriteManager.Enabled = false; spriteManager.Visible = false; // create the particle systems and add them to the components list. // we should never see more than one explosion at once explosion = new ExplosionParticleSystem(this, 5); Components.Add(explosion); // but the smoke from the explosion lingers a while. smoke = new ExplosionSmokeParticleSystem(this, 5); Components.Add(smoke); // we'll see lots of these effects at once; this is ok // because they have a fairly small number of particles per effect. smokePlume = new SmokePlumeParticleSystem(this, 9); Components.Add(smokePlume); base.Initialize(); }