C# Class fliXNA_xbox.FlxEmitter

Inheritance: FlxGroup
显示文件 Open project: konamicode/fliXNA_xbox Class Usage Examples

Public Properties

Property Type Description
bounce float
frequency float
gravity float
lifespan float
maxParticleSpeed FlxPoint
maxRotation float
minParticleSpeed FlxPoint
minRotation float
on bool
particleClass Object
particleDrag FlxPoint

Protected Properties

Property Type Description
_counter uint
_explode bool
_quantity uint
_timer float
target FlxObject

Public Methods

Method Description
FlxEmitter ( float X, float Y, uint Size, FlxObject Target = null ) : System
at ( FlxObject Object ) : void
destroy ( ) : void
emitParticle ( ) : void
kill ( ) : void
makeParticles ( Microsoft.Xna.Framework.Graphics.Texture2D Graphic, bool Multiple = false, uint Quantity = 50, float Rotation = 1f, float Collide = 0.8f ) : FlxEmitter

Create the particles to be used

setRotation ( float Min, float Max ) : void
setSize ( uint Width, uint Height ) : void
setXSpeed ( float Min, float Max ) : void
setYSpeed ( float Min, float Max ) : void
start ( bool Explode = true, float Lifespan, float Frequency = 0.1f, uint Quantity ) : void
update ( ) : void

Method Details

FlxEmitter() public method

public FlxEmitter ( float X, float Y, uint Size, FlxObject Target = null ) : System
X float
Y float
Size uint
Target FlxObject
return System

at() public method

public at ( FlxObject Object ) : void
Object FlxObject
return void

destroy() public method

public destroy ( ) : void
return void

emitParticle() public method

public emitParticle ( ) : void
return void

kill() public method

public kill ( ) : void
return void

makeParticles() public method

Create the particles to be used
public makeParticles ( Microsoft.Xna.Framework.Graphics.Texture2D Graphic, bool Multiple = false, uint Quantity = 50, float Rotation = 1f, float Collide = 0.8f ) : FlxEmitter
Graphic Microsoft.Xna.Framework.Graphics.Texture2D
Multiple bool Whether or not the Texture contains multiple sprites for particles
Quantity uint The number of particles to generate
Rotation float The amount of rotation in degrees per frame, so keep this number low
Collide float The collidability of the particle, 1 = Full and 0 = None
return FlxEmitter

setRotation() public method

public setRotation ( float Min, float Max ) : void
Min float
Max float
return void

setSize() public method

public setSize ( uint Width, uint Height ) : void
Width uint
Height uint
return void

setXSpeed() public method

public setXSpeed ( float Min, float Max ) : void
Min float
Max float
return void

setYSpeed() public method

public setYSpeed ( float Min, float Max ) : void
Min float
Max float
return void

start() public method

public start ( bool Explode = true, float Lifespan, float Frequency = 0.1f, uint Quantity ) : void
Explode bool
Lifespan float
Frequency float
Quantity uint
return void

update() public method

public update ( ) : void
return void

Property Details

_counter protected_oe property

protected uint _counter
return uint

_explode protected_oe property

protected bool _explode
return bool

_quantity protected_oe property

protected uint _quantity
return uint

_timer protected_oe property

protected float _timer
return float

bounce public_oe property

public float bounce
return float

frequency public_oe property

public float frequency
return float

gravity public_oe property

public float gravity
return float

lifespan public_oe property

public float lifespan
return float

maxParticleSpeed public_oe property

public FlxPoint maxParticleSpeed
return FlxPoint

maxRotation public_oe property

public float maxRotation
return float

minParticleSpeed public_oe property

public FlxPoint minParticleSpeed
return FlxPoint

minRotation public_oe property

public float minRotation
return float

on public_oe property

public bool on
return bool

particleClass public_oe property

public Object particleClass
return Object

particleDrag public_oe property

public FlxPoint particleDrag
return FlxPoint

target protected_oe property

protected FlxObject,fliXNA_xbox target
return FlxObject