C# Class geek.GameEngine.Visuals.ParticleSystem

The class that manages a swarm of particles.
Inheritance: ObjectGroup
Show file Open project: impworks/xna.geek.engine

Public Properties

Property Type Description
Generator Func
IsActive bool
ParticleAngle geek.GameEngine.Utils.JitteryValue
ParticleLimit int
ParticleOrigin geek.GameEngine.Utils.JitteryVector2
ParticlePropulsion geek.GameEngine.Utils.JitteryValue
TimeToLive geek.GameEngine.Utils.JitteryValue

Public Methods

Method Description
ParticleSystem ( int rate, Func generator = null ) : System
ParticleSystem ( int rate, string particleAssetName ) : System
Reset ( ) : void

Reinitialize the particle system properties.

Update ( ) : void

Protected Methods

Method Description
createParticle ( ) : void

Create a new particle in the swarm.

tweakParticle ( DynamicObject obj ) : void

Set the particle's default properties.

Private Methods

Method Description
createDefaultParticle ( string assetName ) : GameObject

Create a particle out of an asset.

Method Details

ParticleSystem() public method

public ParticleSystem ( int rate, Func generator = null ) : System
rate int
generator Func
return System

ParticleSystem() public method

public ParticleSystem ( int rate, string particleAssetName ) : System
rate int
particleAssetName string
return System

Reset() public method

Reinitialize the particle system properties.
public Reset ( ) : void
return void

Update() public method

public Update ( ) : void
return void

createParticle() protected method

Create a new particle in the swarm.
protected createParticle ( ) : void
return void

tweakParticle() protected method

Set the particle's default properties.
protected tweakParticle ( DynamicObject obj ) : void
obj DynamicObject Particle to tweak.
return void

Property Details

Generator public property

The generator of new particles.
public Func Generator
return Func

IsActive public property

Checks if the PS should create new particles.
public bool IsActive
return bool

ParticleAngle public property

The angle to propel objects to.
public JitteryValue,geek.GameEngine.Utils ParticleAngle
return geek.GameEngine.Utils.JitteryValue

ParticleLimit public property

The number of particles the system may produce before self-destruction.
public int ParticleLimit
return int

ParticleOrigin public property

The location at which to create
public JitteryVector2,geek.GameEngine.Utils ParticleOrigin
return geek.GameEngine.Utils.JitteryVector2

ParticlePropulsion public property

The strength of the propulsion.
public JitteryValue,geek.GameEngine.Utils ParticlePropulsion
return geek.GameEngine.Utils.JitteryValue

TimeToLive public property

Each particle's lifefime length before it gets destroyed.
public JitteryValue,geek.GameEngine.Utils TimeToLive
return geek.GameEngine.Utils.JitteryValue