C# 클래스 DodongosQuest.ParticleSystem.ParticleSystem

상속: Microsoft.Xna.Framework.DrawableGameComponent
파일 보기 프로젝트 열기: faintpixel/Roguelike

공개 프로퍼티들

프로퍼티 타입 설명
_world World
particles DodongosQuest.ParticleSystem.Particle[]

보호된 프로퍼티들

프로퍼티 타입 설명
maxAcceleration float
maxInitialSpeed float
maxLifetime float
maxNumParticles int
maxRotationSpeed float
maxScale float
minAcceleration float
minInitialSpeed float
minLifetime float
minNumParticles int
minRotationSpeed float
minScale float
spriteBlendMode Microsoft.Xna.Framework.Graphics.BlendState
textureFilename string

공개 메소드들

메소드 설명
AddParticles ( Vector2 where, Vector2 direction ) : void
Draw ( GameTime gameTime ) : void
Initialize ( ) : void
Update ( GameTime gameTime ) : void

보호된 메소드들

메소드 설명
InitializeConstants ( ) : void
InitializeParticle ( Particle p, Vector2 where, Vector2 direction ) : void

Initializes a particle

LoadContent ( ) : void
ParticleSystem ( Game1 game, int howManyEffects ) : System
PickRandomDirection ( ) : Vector2

메소드 상세

AddParticles() 공개 메소드

public AddParticles ( Vector2 where, Vector2 direction ) : void
where Vector2
direction Vector2
리턴 void

Draw() 공개 메소드

public Draw ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime
리턴 void

Initialize() 공개 메소드

public Initialize ( ) : void
리턴 void

InitializeConstants() 보호된 추상적인 메소드

protected abstract InitializeConstants ( ) : void
리턴 void

InitializeParticle() 보호된 메소드

Initializes a particle
protected InitializeParticle ( Particle p, Vector2 where, Vector2 direction ) : void
p Particle
where Vector2
direction Vector2 set to null for a random direction for each particle
리턴 void

LoadContent() 보호된 메소드

protected LoadContent ( ) : void
리턴 void

ParticleSystem() 보호된 메소드

protected ParticleSystem ( Game1 game, int howManyEffects ) : System
game Game1
howManyEffects int
리턴 System

PickRandomDirection() 보호된 메소드

protected PickRandomDirection ( ) : Vector2
리턴 Vector2

Update() 공개 메소드

public Update ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime
리턴 void

프로퍼티 상세

_world 공개적으로 프로퍼티

public World _world
리턴 World

maxAcceleration 보호되어 있는 프로퍼티

protected float maxAcceleration
리턴 float

maxInitialSpeed 보호되어 있는 프로퍼티

protected float maxInitialSpeed
리턴 float

maxLifetime 보호되어 있는 프로퍼티

protected float maxLifetime
리턴 float

maxNumParticles 보호되어 있는 프로퍼티

protected int maxNumParticles
리턴 int

maxRotationSpeed 보호되어 있는 프로퍼티

protected float maxRotationSpeed
리턴 float

maxScale 보호되어 있는 프로퍼티

protected float maxScale
리턴 float

minAcceleration 보호되어 있는 프로퍼티

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
리턴 float

minInitialSpeed 보호되어 있는 프로퍼티

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
리턴 float

minLifetime 보호되어 있는 프로퍼티

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
리턴 float

minNumParticles 보호되어 있는 프로퍼티

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
리턴 int

minRotationSpeed 보호되어 있는 프로퍼티

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
리턴 float

minScale 보호되어 있는 프로퍼티

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
리턴 float

particles 공개적으로 프로퍼티

public Particle[],DodongosQuest.ParticleSystem particles
리턴 DodongosQuest.ParticleSystem.Particle[]

spriteBlendMode 보호되어 있는 프로퍼티

different effects can use different blend modes. fire and explosions work well with additive blending, for example.
protected BlendState,Microsoft.Xna.Framework.Graphics spriteBlendMode
리턴 Microsoft.Xna.Framework.Graphics.BlendState

textureFilename 보호되어 있는 프로퍼티

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