C# Class Cyclyc.Framework.ParticleSystem

ParticleSystem is an abstract class that provides the basic functionality to create a particle effect. Different subclasses will have different effects, such as fire, explosions, and plumes of smoke. To use these subclasses, simply call AddParticles, and pass in where the particles should exist
Inheritance: Microsoft.Xna.Framework.DrawableGameComponent
Show file Open project: JoeOsborn/Cyclyc

Protected Properties

Property Type Description
maxAcceleration float
maxBlue float
maxGreen float
maxInitialSpeed float
maxLifetime float
maxNumParticles int
maxRed float
maxRotationSpeed float
maxScale float
minAcceleration float
minBlue float
minGreen float
minInitialSpeed float
minLifetime float
minNumParticles int
minRed float
minRotationSpeed float
minScale float
spriteBlendMode SpriteBlendMode
textureFilename string

Public Methods

Method Description
AddParticles ( Vector2 where ) : void

AddParticles's job is to add an effect somewhere on the screen. If there aren't enough particles in the freeParticles queue, it will use as many as it can. This means that if there not enough particles available, calling AddParticles will have no effect.

Draw ( GameTime gameTime ) : void

overriden from DrawableGameComponent, Draw will use ParticleSampleGame's sprite batch to render all of the active particles.

Initialize ( ) : void

override the base class's Initialize to do some additional work; we want to call InitializeConstants to let subclasses set the constants that we'll use. also, the particle array and freeParticles queue are set up here.

Update ( GameTime gameTime ) : void

overriden from DrawableGameComponent, Update will update all of the active particles.

Protected Methods

Method Description
InitializeConstants ( ) : void

this abstract function must be overriden by subclasses of ParticleSystem. It's here that they should set all the constants marked in the region "constants to be set by subclasses", which give each ParticleSystem its specific flavor.

InitializeParticle ( Particle p, Vector2 where ) : void

InitializeParticle randomizes some properties for a particle, then calls initialize on it. It can be overriden by subclasses if they want to modify the way particles are created. For example, SmokePlumeParticleSystem overrides this function make all particles accelerate to the right, simulating wind.

LoadContent ( ) : void

Override the base class LoadContent to load the texture. once it's loaded, calculate the origin.

ParticleSystem ( Game1 game, int howManyEffects ) : System

Constructs a new ParticleSystem.

it is tempting to set the value of howManyEffects very high. However, this value should be set to the minimum possible, because it has a large impact on the amount of memory required, and slows down the Update and Draw functions.

PickRandomAngle ( ) : float

PickRandomDirection is used by InitializeParticles to decide which direction particles will move. The default implementation is a random vector in a circular pattern.

PickRandomDirection ( ) : Vector2

Method Details

AddParticles() public method

AddParticles's job is to add an effect somewhere on the screen. If there aren't enough particles in the freeParticles queue, it will use as many as it can. This means that if there not enough particles available, calling AddParticles will have no effect.
public AddParticles ( Vector2 where ) : void
where Vector2 where the particle effect should be created
return void

Draw() public method

overriden from DrawableGameComponent, Draw will use ParticleSampleGame's sprite batch to render all of the active particles.
public Draw ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime
return void

Initialize() public method

override the base class's Initialize to do some additional work; we want to call InitializeConstants to let subclasses set the constants that we'll use. also, the particle array and freeParticles queue are set up here.
public Initialize ( ) : void
return void

InitializeConstants() protected abstract method

this abstract function must be overriden by subclasses of ParticleSystem. It's here that they should set all the constants marked in the region "constants to be set by subclasses", which give each ParticleSystem its specific flavor.
protected abstract InitializeConstants ( ) : void
return void

InitializeParticle() protected method

InitializeParticle randomizes some properties for a particle, then calls initialize on it. It can be overriden by subclasses if they want to modify the way particles are created. For example, SmokePlumeParticleSystem overrides this function make all particles accelerate to the right, simulating wind.
protected InitializeParticle ( Particle p, Vector2 where ) : void
p Particle the particle to initialize
where Vector2 the position on the screen that the particle should be ///
return void

LoadContent() protected method

Override the base class LoadContent to load the texture. once it's loaded, calculate the origin.
protected LoadContent ( ) : void
return void

ParticleSystem() protected method

Constructs a new ParticleSystem.
it is tempting to set the value of howManyEffects very high. However, this value should be set to the minimum possible, because it has a large impact on the amount of memory required, and slows down the Update and Draw functions.
protected ParticleSystem ( Game1 game, int howManyEffects ) : System
game Game1 The host for this particle system. The game keeps the /// content manager and sprite batch for us.
howManyEffects int the maximum number of particle effects that /// are expected on screen at once.
return System

PickRandomAngle() protected method

PickRandomDirection is used by InitializeParticles to decide which direction particles will move. The default implementation is a random vector in a circular pattern.
protected PickRandomAngle ( ) : float
return float

PickRandomDirection() protected method

protected PickRandomDirection ( ) : Vector2
return Vector2

Update() public method

overriden from DrawableGameComponent, Update will update all of the active particles.
public Update ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime
return void

Property Details

maxAcceleration protected property

protected float maxAcceleration
return float

maxBlue protected property

protected float maxBlue
return float

maxGreen protected property

protected float maxGreen
return float

maxInitialSpeed protected property

protected float maxInitialSpeed
return float

maxLifetime protected property

protected float maxLifetime
return float

maxNumParticles protected property

protected int maxNumParticles
return int

maxRed protected property

protected float maxRed
return float

maxRotationSpeed protected property

protected float maxRotationSpeed
return float

maxScale protected property

protected float maxScale
return float

minAcceleration protected property

minAcceleration and maxAcceleration are used to control the acceleration of the particles. The particle's acceleration will be a random number between these two. By default, the direction of acceleration is the same as the direction of the initial velocity.
protected float minAcceleration
return float

minBlue protected property

protected float minBlue
return float

minGreen protected property

protected float minGreen
return float

minInitialSpeed protected property

minInitialSpeed and maxInitialSpeed are used to control the initial velocity of the particles. The particle's initial speed will be a random number between these two. The direction is determined by the function PickRandomDirection, which can be overriden.
protected float minInitialSpeed
return float

minLifetime protected property

minLifetime and maxLifetime are used to control the lifetime. Each particle's lifetime will be a random number between these two. Lifetime is used to determine how long a particle "lasts." Also, in the base implementation of Draw, lifetime is also used to calculate alpha and scale values to avoid particles suddenly "popping" into view
protected float minLifetime
return float

minNumParticles protected property

minNumParticles and maxNumParticles control the number of particles that are added when AddParticles is called. The number of particles will be a random number between minNumParticles and maxNumParticles.
protected int minNumParticles
return int

minRed protected property

protected float minRed
return float

minRotationSpeed protected property

minRotationSpeed and maxRotationSpeed control the particles' angular velocity: the speed at which particles will rotate. Each particle's rotation speed will be a random number between minRotationSpeed and maxRotationSpeed. Use smaller numbers to make particle systems look calm and wispy, and large numbers for more violent effects.
protected float minRotationSpeed
return float

minScale protected property

to get some additional variance in the appearance of the particles, we give them all random scales. the scale is a value between minScale and maxScale, and is additionally affected by the particle's lifetime to avoid particles "popping" into view.
protected float minScale
return float

spriteBlendMode protected property

different effects can use different blend modes. fire and explosions work well with additive blending, for example.
protected SpriteBlendMode spriteBlendMode
return SpriteBlendMode

textureFilename protected property

this controls the texture that the particle system uses. It will be used as an argument to ContentManager.Load.
protected string textureFilename
return string