Name |
Description |
Explosion |
|
ExplosionParticleSystem |
Custom particle system for creating the fiery part of the explosions. |
ExplosionSmokeParticleSystem |
Custom particle system for creating the smokey part of the explosions. |
FireParticleSystem |
Custom particle system for creating a flame effect. |
LaserParticles |
Custom particle system for creating the fiery part of the explosions. |
P1Upgrade |
Custom particle system for creating the fiery part of the explosions. |
P2Upgrade |
Custom particle system for creating the fiery part of the explosions. |
P3Upgrade |
Custom particle system for creating the fiery part of the explosions. |
P4Upgrade |
Custom particle system for creating the fiery part of the explosions. |
ParticleEmitter |
Helper for objects that want to leave particles behind them as they move around the world. This emitter implementation solves two related problems: If an object wants to create particles very slowly, less than once per frame, it can be a pain to keep track of which updates ought to create a new particle versus which should not. If an object is moving quickly and is creating many particles per frame, it will look ugly if these particles are all bunched up together. Much better if they can be spread out along a line between where the object is now and where it was on the previous frame. This is particularly important for leaving trails behind fast moving objects such as rockets. This emitter class keeps track of a moving object, remembering its previous position so it can calculate the velocity of the object. It works out the perfect locations for creating particles at any frequency you specify, regardless of whether this is faster or slower than the game update rate. |
ParticleSettings |
Settings class describes all the tweakable options used to control the appearance of a particle system. |
ParticleSystem |
The main component in charge of displaying particles. |
ParticleVertex |
Custom vertex structure for drawing particles. |
Projectile |
This class demonstrates how to combine several different particle systems to build up a more sophisticated composite effect. It implements a rocket projectile, which arcs up into the sky using a ParticleEmitter to leave a steady stream of trail particles behind it. After a while it explodes, creating a sudden burst of explosion and smoke particles. |
ProjectileManager |
|
ProjectileTrailParticleSystem |
Custom particle system for leaving smoke trails behind the rocket projectiles. |
Repair |
|
SmokePlumeParticleSystem |
Custom particle system for creating a giant plume of long lasting smoke. |
Upgrade |
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