C# Class DPSF.ParticleSystems.ShipParticleSystem

Inheritance: DefaultSpriteParticleSystem
Mostrar archivo Open project: thedamoes/Gravitation Class Usage Examples

Public Methods

Method Description
AutoInitialize ( GraphicsDevice cGraphicsDevice, Microsoft.Xna.Framework.Content.ContentManager cContentManager, SpriteBatch cSpriteBatch ) : void

Function to Initialize the Particle System with default values. Particle system properties should not be set until after this is called, as they are likely to be reset to their default values.

InitializeParticleProperties ( DefaultSpriteParticle cParticle ) : void

Example of how to create a Particle Initialization Function

LoadParticleSystem ( ) : void

Load the Particle System Events and any other settings

ShipParticleSystem ( Microsoft.Xna.Framework.Game cGame, Vector2 initialPos, float rotation, Vector2 velocity ) : System

Constructor

UpdateParticle ( DefaultSpriteParticle cParticle, Vector2 velocity, float rotation ) : void

Example of how to create a Particle Event Function

UpdateParticleEmmiter ( Vector2 shotPos, float rotation, Vector2 speed ) : void

Example of how to create a Particle System Event Function

Method Details

AutoInitialize() public method

Function to Initialize the Particle System with default values. Particle system properties should not be set until after this is called, as they are likely to be reset to their default values.
public AutoInitialize ( GraphicsDevice cGraphicsDevice, Microsoft.Xna.Framework.Content.ContentManager cContentManager, SpriteBatch cSpriteBatch ) : void
cGraphicsDevice GraphicsDevice The Graphics Device the Particle System should use
cContentManager Microsoft.Xna.Framework.Content.ContentManager The Content Manager the Particle System should use to load resources
cSpriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch The Sprite Batch that the Sprite Particle System should use to draw its particles. /// If this is not initializing a Sprite particle system, or you want the particle system to use its own Sprite Batch, /// pass in null.
return void

InitializeParticleProperties() public method

Example of how to create a Particle Initialization Function
public InitializeParticleProperties ( DefaultSpriteParticle cParticle ) : void
cParticle DefaultSpriteParticle The Particle to be Initialized
return void

LoadParticleSystem() public method

Load the Particle System Events and any other settings
public LoadParticleSystem ( ) : void
return void

ShipParticleSystem() public method

Constructor
public ShipParticleSystem ( Microsoft.Xna.Framework.Game cGame, Vector2 initialPos, float rotation, Vector2 velocity ) : System
cGame Microsoft.Xna.Framework.Game Handle to the Game object being used. Pass in null for this /// parameter if not using a Game object.
initialPos Vector2
rotation float
velocity Vector2
return System

UpdateParticle() public method

Example of how to create a Particle Event Function
public UpdateParticle ( DefaultSpriteParticle cParticle, Vector2 velocity, float rotation ) : void
cParticle DefaultSpriteParticle The Particle to update
velocity Vector2
rotation float
return void

UpdateParticleEmmiter() public method

Example of how to create a Particle System Event Function
public UpdateParticleEmmiter ( Vector2 shotPos, float rotation, Vector2 speed ) : void
shotPos Vector2
rotation float
speed Vector2
return void