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1 | - | // I'm trying to get my particle manager working in my game. |
1 | + | /* I'm trying to get my particle manager working in my game. |
2 | * Everything works fine, EXCEPT for a particle appearing in the top left corner during initialization. | |
3 | * It stems from the line shortParticle = new ShortParticle(textures, new Vector2()); | |
4 | - | * under my Bat constructor. if I leave it blank, or use 0,0 for the Vector2 then the particle remains in the * top left corner until the ball and bat make contact. At that point the new particle continues to display |
4 | + | * under my Bat constructor. if I leave it blank, or use 0,0 for the Vector2 then the particle remains in *the top left corner until the ball and bat make contact. At that point the new particle continues to *display point of contact until the ball hits the bat on the other side. |
5 | - | * point of contact until the ball hits the bat on the other side. |
5 | + | */ |
6 | - | // |
6 | + | |
7 | // 1) How do I NOT have the particle display in the top left corner when the game starts? | |
8 | // 2) How do I kill the particle after 2 seconds? I tried adjusting the TTL in my ShortParticle class, but | |
9 | // it doesn't seem to change much. | |
10 | ||
11 | Public Class Ball | |
12 | { | |
13 | // Ball constructor | |
14 | public Ball(ContentManager contentManager, Vector2 ScreenSize, Bat bat, AIBat aiBat) | |
15 | { | |
16 | ...... | |
17 | shortParticle = new ShortParticle(textures, new Vector2()); | |
18 | ...... | |
19 | } | |
20 | ||
21 | public void Draw(SpriteBatch spriteBatch) | |
22 | { | |
23 | // Draws the short particle | |
24 | shortParticle.Draw(spriteBatch); | |
25 | } | |
26 | ||
27 | Update | |
28 | } | |
29 | shortParticle.Update(gameTime); | |
30 | } | |
31 | ||
32 | public void BatHit(int block) | |
33 | { | |
34 | if (direction > Math.PI * 1.5f || direction < Math.PI * 0.5f) | |
35 | { | |
36 | /// Generates particle when bat and ball collide | |
37 | RightBatParticles(); | |
38 | ...... | |
39 | } | |
40 | } | |
41 | } | |
42 | ||
43 | ||
44 | ||
45 | #region File Description | |
46 | //---------------------------------------------------------------------------------------------- | |
47 | // Engine is designed by RB Whitaker http://rbwhitaker.wikidot.com/2d-particle-engine-1 | |
48 | //---------------------------------------------------------------------------------------------------- | |
49 | #endregion | |
50 | ||
51 | using System; | |
52 | using System.Collections.Generic; | |
53 | using System.Linq; | |
54 | using System.Text; | |
55 | using Microsoft.Xna.Framework; | |
56 | using Microsoft.Xna.Framework.Graphics; | |
57 | ||
58 | namespace Pong | |
59 | { | |
60 | public class ParticleEngine | |
61 | { | |
62 | private Random random; | |
63 | public Vector2 EmitterLocation { get; set; } | |
64 | private List<Particle> particles; | |
65 | private List<Texture2D> textures; | |
66 | ||
67 | public ParticleEngine(List<Texture2D> textures, Vector2 location) | |
68 | { | |
69 | EmitterLocation = location; | |
70 | this.textures = textures; | |
71 | this.particles = new List<Particle>(); | |
72 | random = new Random(); | |
73 | } | |
74 | ||
75 | public void Update() | |
76 | { | |
77 | int total = 10; | |
78 | ||
79 | for (int i = 0; i < total; i++) | |
80 | { | |
81 | particles.Add(GenerateNewParticle()); | |
82 | } | |
83 | ||
84 | for (int particle = 0; particle < particles.Count; particle++) | |
85 | { | |
86 | particles[particle].Update(); | |
87 | if (particles[particle].TTL <= 0) | |
88 | { | |
89 | particles.RemoveAt(particle); | |
90 | particle--; | |
91 | } | |
92 | } | |
93 | } | |
94 | ||
95 | ||
96 | /// <summary> | |
97 | /// Generates a normal particle | |
98 | /// </summary> | |
99 | public Particle GenerateNewParticle() | |
100 | { | |
101 | Texture2D texture = textures[random.Next(textures.Count)]; | |
102 | Vector2 position = EmitterLocation; | |
103 | Vector2 velocity = new Vector2( | |
104 | 1f * (float)(random.NextDouble() * 2 - 1), | |
105 | 1f * (float)(random.NextDouble() * 2 - 1)); | |
106 | float angle = 0; | |
107 | float angularVelocity = 0.1f * (float)(random.NextDouble() * 2 - 1); | |
108 | Color color = new Color( | |
109 | (float)random.NextDouble(), | |
110 | (float)random.NextDouble(), | |
111 | (float)random.NextDouble()); | |
112 | float size = (float)random.NextDouble(); | |
113 | int ttl = 20 + random.Next(40); | |
114 | ||
115 | return new Particle(texture, position, velocity, angle, angularVelocity, color, size, ttl); | |
116 | } | |
117 | ||
118 | ||
119 | /// <summary> | |
120 | /// Draws particles. I commented out spriteBatch for now, as I've adjusted it to be drawn during the bat's spriteBatch | |
121 | /// </summary> | |
122 | public void Draw(SpriteBatch spriteBatch) | |
123 | { | |
124 | // spriteBatch.Begin(); | |
125 | for (int index = 0; index < particles.Count; index++) | |
126 | { | |
127 | particles[index].Draw(spriteBatch); | |
128 | } | |
129 | // spriteBatch.End(); | |
130 | } | |
131 | } | |
132 | } | |
133 | ||
134 | //////////////////////////////////////////////////////////////////// | |
135 | ||
136 | #region File Description | |
137 | //---------------------------------------------------------------------------------------------- | |
138 | // Engine is designed by RB Whitaker http://rbwhitaker.wikidot.com/2d-particle-engine-1 | |
139 | //---------------------------------------------------------------------------------------------------- | |
140 | #endregion | |
141 | ||
142 | using System; | |
143 | using System.Collections.Generic; | |
144 | using System.Linq; | |
145 | using System.Text; | |
146 | using Microsoft.Xna.Framework; | |
147 | using Microsoft.Xna.Framework.Graphics; | |
148 | ||
149 | namespace Pong | |
150 | { | |
151 | public class ShortParticle | |
152 | { | |
153 | private Random random; | |
154 | public Vector2 EmitterLocation { get; set; } | |
155 | private List<Particle> particles; | |
156 | private List<Texture2D> textures; | |
157 | private int threeSecondTime = 3; | |
158 | private int elapsedTime; | |
159 | ||
160 | public ShortParticle(List<Texture2D> textures, Vector2 location) | |
161 | { | |
162 | EmitterLocation = location; | |
163 | this.textures = textures; | |
164 | this.particles = new List<Particle>(); | |
165 | random = new Random(); | |
166 | } | |
167 | ||
168 | public void Update(GameTime gameTime) | |
169 | { | |
170 | // Keps track of time | |
171 | elapsedTime = gameTime.ElapsedGameTime.Milliseconds; | |
172 | // How many particles appear on screen at once | |
173 | int total = 7; | |
174 | ||
175 | for (int i = 0; i < total; i++) | |
176 | { | |
177 | particles.Add(GenerateNewParticle()); | |
178 | } | |
179 | ||
180 | for (int particle = 0; particle < particles.Count; particle++) | |
181 | { | |
182 | particles[particle].Update(); | |
183 | if (particles[particle].TTL <= 0) | |
184 | { | |
185 | particles.RemoveAt(particle); | |
186 | particle--; | |
187 | } | |
188 | ||
189 | } | |
190 | ||
191 | for (int particle = 0; particle < particles.Count; particle++) | |
192 | { | |
193 | particles[particle].Update(); | |
194 | if (threeSecondTime <= elapsedTime) | |
195 | { | |
196 | particles.RemoveAt(particle); | |
197 | } | |
198 | } | |
199 | } | |
200 | ||
201 | ||
202 | /// <summary> | |
203 | /// Generates a normal particle | |
204 | /// </summary> | |
205 | public Particle GenerateNewParticle() | |
206 | { | |
207 | Texture2D texture = textures[random.Next(textures.Count)]; | |
208 | Vector2 position = EmitterLocation; | |
209 | Vector2 velocity = new Vector2( | |
210 | 1f * (float)(random.NextDouble() * 2 - 1), | |
211 | 1f * (float)(random.NextDouble() * 2 - 1)); | |
212 | float angle = 0; | |
213 | float angularVelocity = 0.1f * (float)(random.NextDouble() * 2 - 1); | |
214 | Color color = new Color( | |
215 | (float)random.NextDouble(), | |
216 | (float)random.NextDouble(), | |
217 | (float)random.NextDouble()); | |
218 | float size = (float)random.NextDouble(); | |
219 | int ttl = 20 + random.Next(40); | |
220 | ||
221 | return new Particle(texture, position, velocity, angle, angularVelocity, color, size, ttl); | |
222 | } | |
223 | ||
224 | ||
225 | /// <summary> | |
226 | /// Draws particles. I commented out spriteBatch for now, as I've adjusted it to be drawn during the bat's spriteBatch | |
227 | /// </summary> | |
228 | public void Draw(SpriteBatch spriteBatch) | |
229 | { | |
230 | // spriteBatch.Begin(); | |
231 | for (int index = 0; index < particles.Count; index++) | |
232 | { | |
233 | particles[index].Draw(spriteBatch); | |
234 | } | |
235 | // spriteBatch.End(); | |
236 | } | |
237 | } | |
238 | } |