Creating a Particle Engine
Now that you've defined a custom vertex type, it's time to move on to the particle
engine itself. You'll be creating three new classes in this section: ParticleSettings
, which will hold settings for
individual particles; ParticleExplosionSettings
,
which will hold settings for individual explosions; and ParticleExplosion
, which represents a single explosion effect and
will be responsible for moving, updating, and drawing all the particles involved in
an explosion effect.
Create a new class within your project called ParticleSettings
, and replace the contents of the
ParticleSettings.cs file with the following code:
namespace _3D_Game { class ParticleSettings { // Size of particle public int maxSize = 2; } class ParticleExplosionSettings { // Life of particles public int minLife = 1000; public int maxLife = 2000; // Particles per round public int minParticlesPerRound = 100; public int maxParticlesPerRound = 600; // Round time public int minRoundTime = 16; public int maxRoundTime = 50; // Number of particles public int minParticles = 2000; public int maxParticles = 3000; } }
As you can see, the only setting at the particle level is the maximum size of each
particle. When the ParticleExplosion
class
creates particles, it will create them with a size greater than zero and less than
this maximum size.
In the ParticleExplosionSettings
class, located in the same code file, there are more settings. (In C#, it's perfectly legal to have multiple classes within the same ...
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